supervisor-simulator/scripts/Core/GameController.cs
wjsjwr b8fecd080f 已把模型层改成组合式结构并补齐 MVC/内容配置骨架:Unit/任务/运行时状态现在通过组件组合,GameManager 作为桥接层改为驱动 GameSession/Controller;同时新增学科/羁绊/装备/任务/肉鸽等定义结构,预留 i18n 与 Mod 内容加载接口。
- 组合式单位与数值基础重构:scripts/Models/UnitModel.cs, scripts/Models/UnitComponents.cs, scripts/Models/StudentModel.cs, scripts/Models/MentorModel.cs, scripts/Models/StaffModel.cs, scripts/Models/PropertyValue.cs, scripts/Models/StatusValue.cs
  - 任务与运行时状态骨架:scripts/Models/Task.cs, scripts/Models/TaskDefinitions.cs, scripts/Models/GameState.cs
  - 配置与规则定义骨架:scripts/Models/DefinitionSupport.cs, scripts/Models/DomainEnums.cs, scripts/Models/Modifiers.cs, scripts/Models/DisciplineDefinitions.cs, scripts/Models/SynergyDefinitions.cs, scripts/Models/ItemDefinitions.cs, scripts/Models/PaperDefinitions.cs, scripts/Models/RogueliteDefinitions.cs, scripts/Models/GameContentDatabase.cs, scripts/Models/CoreIds.cs
  - MVC/会话/系统/i18n/Mod 支撑:scripts/Core/GameSession.cs, scripts/Core/GameSystems.cs, scripts/Core/GameController.cs, scripts/Core/Mvc.cs, scripts/Core/LocalizationService.cs, scripts/Core/ContentRegistry.cs, scripts/Core/ModManifest.cs, scripts/Core/EventBus.cs
  - 主控流程衔接:scripts/GameManager.cs
2025-12-31 23:54:31 +08:00

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using Models;
namespace Core;
/// <summary>
/// 高层控制器(面向 UI/输入)
/// 设计说明:
/// 1) Controller 只负责“指令式操作”,不直接做数值计算。
/// 2) 复杂结算交给系统层GameSystems
/// 注意事项:
/// - 需要可重入性,避免重复触发同一阶段切换。
/// 未来扩展:
/// - 可加入“命令队列”,用于回放或网络同步。
/// </summary>
public sealed class GameController : IController
{
private GameSession _session;
public void Initialize(GameSession session)
{
_session = session;
}
public void StartExecution()
{
if (_session.State.Turn.Phase != GamePhase.Planning) return;
_session.State.Turn.Phase = GamePhase.Execution;
}
public void EndExecution()
{
if (_session.State.Turn.Phase != GamePhase.Execution) return;
_session.State.Turn.Phase = GamePhase.Review;
}
public void StartNextTurn()
{
if (_session.State.Turn.Phase != GamePhase.Review) return;
_session.State.Turn.CurrentTurn++;
_session.State.Turn.Phase = GamePhase.Planning;
}
}