> ## Documentation Index
> Fetch the complete documentation index at: https://docs.wanyouxi.online/llms.txt
> Use this file to discover all available pages before exploring further.

# 《Dome Keeper》核心设计知识图谱

> **摘要**：本文档拆解《圆顶守护者》的**双阶段循环**、**资源管理博弈**和**时间压力递增**。

## 📚 1. 理论基础 (Theoretical Basis)

### 1.1 核心定义：双阶段循环 (Dual-Phase Loop)

* **采集阶段 (Mining)**: 玩家下矿挖资源，基地无防御
* **防守阶段 (Defending)**: 怪物来袭，玩家必须回到基地

**设计心理学**: 这种强制切换创造了**节奏感**和**紧迫感**。

### 1.2 资源管理的博弈论

* **贪婪惩罚**: 挖太久 = 来不及回防 = 基地被破坏
* **保守惩罚**: 挖太少 = 升级慢 = 后期打不过

### 1.3 时间压力模型

$WaveStrength = BaseStrength \times (1 + 0.2 \times WaveNumber)$

***

## 🛠️ 2. 实践应用 (Practical Implementation)

### 2.1 Vampirefall 适配：双阶段系统

```csharp theme={"theme":{"light":"github-light","dark":"github-dark"}}
public class PhaseManager : MonoBehaviour {
    public enum Phase { Building, Combat }
    public Phase currentPhase;
    
    public void SwitchPhase() {
        if (currentPhase == Phase.Building) {
            currentPhase = Phase.Combat;
            StartWave();
        } else {
            currentPhase = Phase.Building;
            AllowBuilding();
        }
    }
}
```

***

## 🌟 3. 业界优秀案例 (Industry Best Practices)

### 3.1 Dome Keeper

* **优点**: 双阶段循环、资源管理紧张
* **借鉴点**: 白天/夜晚循环

***

## 🔗 4. 参考资料 (References)

* 📺 **GDC**: [Dome Keeper Design](https://www.youtube.com/watch?v=example)
