216 lines
8.4 KiB
Markdown
216 lines
8.4 KiB
Markdown
# Boss 系统架构设计
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> **关联切片**:S6 P0(Mini Boss Wave 8 / Final Boss Wave 20)
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> **依赖系统**:EnemyManager、StatusManager、EventBus、VFXManager、ZoneManager
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---
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## 1. 设计原则
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- **阶段驱动(Phase-Driven)**:Boss 行为由明确的阶段(Phase)枚举驱动,阶段切换在 `_physics_process` 中以血量阈值触发,不使用独立 Timer Node。
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- **与 EnemyManager 解耦**:Boss 不进入 EnemyManager SoA(避免 stride 污染和 AI 逻辑膨胀),由独立的 `BossManager` Autoload 管理;但向 SpatialGrid 注册自身坐标,使子弹归航与 ZoneManager 能命中 Boss。
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- **数据驱动**:每个 Boss 的阶段配置存储于 `.tres` Resource(`BossPhaseDef`),美术/策划可在不修改代码的情况下调整阈值与攻击模式。
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- **EventBus 集成**:阶段切换、死亡均通过 EventBus 广播,HUD/BGM/成就系统订阅。
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---
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## 2. BossManager Autoload
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```gdscript
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# boss_manager.gd (Autoload: BossManager)
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# Boss 实体数量极少(≤ 2 同屏),不使用 SoA,用 Array[BossInstance] 即可。
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const MAX_BOSSES: int = 2 # 同屏 Boss 上限
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var _active: Array[BossInstance] = []
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func spawn_boss(boss_def_id: String, spawn_pos: Vector2) -> int:
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# 从 BossRegistry 加载 BossDef,实例化 BossInstance,注册到 SpatialGrid
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pass
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func _physics_process(delta: float) -> void:
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for boss in _active:
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boss.tick(delta)
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```
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---
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## 3. Phase 状态机模板
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### 3.1 枚举与切换条件
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每个 Boss 的阶段定义在 `BossPhaseDef` Resource 中:
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```gdscript
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# boss_phase_def.gd
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class_name BossPhaseDef
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extends Resource
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@export var phase_id: int # 阶段编号(0 起始)
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@export var hp_threshold: float # 进入此阶段的血量百分比(0.0~1.0),如 0.5 = 50% HP
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@export var attack_patterns: Array[String] # 此阶段可用的攻击模式 ID 列表
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@export var move_speed_mult: float = 1.0 # 移动速度倍率(狂暴阶段可设 1.5)
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@export var enrage_vfx: String = "" # 阶段切换时触发的 VFX ID(空=无)
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@export var phase_bgm_layer: int = 0 # 动态音乐层级(0=基础,1=紧张,2=狂暴)
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```
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### 3.2 BossInstance 状态机
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```gdscript
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# boss_instance.gd
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class_name BossInstance
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extends RefCounted
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enum BossPhaseState {
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PHASE_0, # 初始阶段(100% HP)
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PHASE_1, # 受伤阶段(阈值由 BossDef 配置,通常 70%)
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PHASE_2, # 危机阶段(通常 40%)
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PHASE_DYING # 死亡动画阶段(HP ≤ 0,播放死亡序列后才真正移除)
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}
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var boss_def: BossDef
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var hp: float
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var hp_max: float
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var position: Vector2
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var current_phase: BossPhaseState = BossPhaseState.PHASE_0
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var _attack_cooldown: float = 0.0
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var _pattern_index: int = 0 # 当前阶段攻击模式的轮询索引
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var _phase_just_changed: bool = false # 本帧刚切换阶段的标志,用于触发 enrage VFX
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func tick(delta: float) -> void:
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_check_phase_transition()
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if current_phase == BossPhaseState.PHASE_DYING:
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_tick_dying(delta)
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return
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_tick_movement(delta)
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_tick_attack(delta)
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_sync_render()
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# 血量阈值检查(每帧)
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func _check_phase_transition() -> void:
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var hp_pct: float = hp / hp_max
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var phases: Array = boss_def.phases # Array[BossPhaseDef],按 hp_threshold 降序排列
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for i in phases.size():
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var phase_def: BossPhaseDef = phases[i]
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if hp_pct <= phase_def.hp_threshold and int(current_phase) < i + 1:
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_enter_phase(i + 1, phase_def)
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break
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func _enter_phase(new_phase: int, phase_def: BossPhaseDef) -> void:
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current_phase = new_phase as BossPhaseState
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_pattern_index = 0
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_attack_cooldown = 0.0
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# 阶段切换 VFX
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if phase_def.enrage_vfx != "":
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VFXManager.play(phase_def.enrage_vfx, position, 1.0)
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# 通知 EventBus(HUD 高亮、BGM 切换)
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EventBus.emit(EventID.BOSS_PHASE_CHANGED, {
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"boss_id": boss_def.id,
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"phase": new_phase,
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"bgm_layer": phase_def.phase_bgm_layer
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})
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```
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---
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## 4. 攻击模式系统 (Attack Pattern)
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攻击模式以 ID 字符串存储,在 `BossAttackRegistry` 中注册(类比 `SpellRegistry`),运行时由 `_tick_attack` 调用:
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```gdscript
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# boss_instance.gd(续)
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func _tick_attack(delta: float) -> void:
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_attack_cooldown -= delta
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if _attack_cooldown > 0.0:
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return
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var phase_def: BossPhaseDef = boss_def.phases[int(current_phase)]
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if phase_def.attack_patterns.is_empty():
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return
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# 轮询攻击模式
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var pattern_id: String = phase_def.attack_patterns[
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_pattern_index % phase_def.attack_patterns.size()
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]
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_pattern_index += 1
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var cooldown: float = BossAttackRegistry.execute(pattern_id, self)
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_attack_cooldown = cooldown
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```
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`BossAttackRegistry.execute(id, boss)` 返回该攻击模式的冷却时间(秒)。每种攻击模式是一个独立的 GDScript 函数或 Resource,通过 SpellEvaluator 发射子弹(走标准 BulletManager 路径)。
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---
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## 5. 具体 Boss 设计模板
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### 5.1 Mini Boss — Wave 8(待策划填充)
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| 字段 | 值 |
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| :--- | :--- |
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| `boss_id` | `"mini_boss_w8"` |
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| `hp_max` | 2000(约为普通精英 6.6×) |
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| `move_speed` | 120(比杂鱼慢,靠范围攻击弥补) |
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| **Phase 0**(100%→60% HP)| 攻击模式:`"charge_slam"` + `"spread_shot_3"` |
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| **Phase 1**(60%→30% HP)| 追加:`"summon_minion_x2"`;move_speed_mult=1.2 |
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| **Phase 2**(30%→0% HP)| 追加:`"zone_aoe_fire"`;move_speed_mult=1.5;enrage_vfx="boss_enrage" |
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| 死亡事件 | `BOSS_KILLED`(EventID 待分配,建议 ID=15)|
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| 战场机制 | 无(Mini Boss 不设场地机制,Final Boss 才有)|
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### 5.2 Final Boss — Wave 20(待策划填充)
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| 字段 | 值 |
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| :--- | :--- |
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| `boss_id` | `"final_boss_w20"` |
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| `hp_max` | 10000 |
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| `move_speed` | 80(极慢,靠弹幕覆盖)|
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| **Phase 0**(100%→70% HP)| 攻击模式:`"spiral_shot_8"` + `"summon_turrets_x4"` |
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| **Phase 1**(70%→40% HP)| 追加:`"zone_ice_wall"`;场地:随机生成 4 个冰墙障碍(`ZoneManager` 驱动)|
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| **Phase 2**(40%→15% HP)| 追加:`"enrage_laser_sweep"`;场地收缩:边界每 10 秒向中心缩小 50px |
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| **Phase 3**(15%→0% HP)| 全弹幕覆盖;`"phase3_barrage"`;恢复部分 HP 后进入死亡序列(演出用)|
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| 死亡事件 | `BOSS_KILLED`(`EventID` **16**)+ `GAME_CLEARED`(**17**);阶段切换为 **15**(均以 `implementation_plan.md` §2.1 为准)|
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| 战场机制 | 场地收缩(Phase 2+)、冰墙障碍(Phase 1+)|
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---
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## 6. EventBus 扩展(Boss 专用事件)
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> **权威登记**:以下 ID 已并入 `technical/implementation_plan.md` §2.1 事件目录与 `event_ids.gd`,本节表为语义说明(勿改号)。
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| 事件 ID | 常量名 | Payload | 订阅方 |
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| :--- | :--- | :--- | :--- |
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| 15 | `BOSS_PHASE_CHANGED` | `{boss_id, phase, bgm_layer}` | HUD(阶段提示)、AudioManager(BGM 切换)|
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| 16 | `BOSS_KILLED` | `{boss_id, wave_num}` | WaveManager(进入结算)、AchievementManager |
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| 17 | `GAME_CLEARED` | `{elapsed_sec, wave_num}` | GameCycleManager(结算屏)、排行榜 |
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---
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## 7. 与现有系统的接口约定
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| 接口 | 调用方向 | 说明 |
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| :--- | :--- | :--- |
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| `SpatialGrid.register_boss(id, pos, radius)` | BossManager → SpatialGrid | Boss 作为可被子弹命中的实体,每帧更新坐标 |
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| `BulletManager._on_bullet_hit(bullet_id, target_id)` | BulletManager → BossManager | `target_id` 前缀区分:`enemy_xxx` vs `boss_xxx`(或通过 faction 位掩码判断)|
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| `ZoneManager.spawn_zone(...)` | BossAttackPattern → ZoneManager | Boss 攻击模式可生成 Zone(如冰墙、火圈)|
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| `VFXManager.play(vfx_id, pos, scale)` | BossInstance → VFXManager | 阶段切换 + 死亡演出 VFX |
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| `SpellEvaluator.execute_boss_pattern(pattern_id, origin)` | BossAttackRegistry → SpellEvaluator | Boss 弹幕走标准 SpellEvaluator 路径,复用子弹生成管线 |
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---
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## 8. 目录规范
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```text
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scripts/autoloads/
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boss_manager.gd # Autoload BossManager
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scripts/domain/boss/
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boss_def.gd # class_name BossDef (Resource)
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boss_phase_def.gd # class_name BossPhaseDef (Resource)
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boss_instance.gd # class_name BossInstance (RefCounted)
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boss_attack_registry.gd # BossAttackRegistry(类比 SpellRegistry)
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resources/bosses/
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mini_boss_w8.tres
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final_boss_w20.tres
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resources/boss_patterns/
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charge_slam.tres
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spread_shot_3.tres
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spiral_shot_8.tres
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# ...
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```
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