This commit is contained in:
2026-04-30 19:33:16 +08:00
commit fb2252f688
556 changed files with 69721 additions and 0 deletions
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using GeometryTD.CustomComponent;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatFinishFormUseCase : IUIUseCase
{
private ICombatSchedulerPort _combatSchedulerPort;
private CombatSettlementContext _settlementContext;
private bool _isSummaryPrepared;
public CombatFinishFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatFinishFormRawData TryRefresh()
{
return BuildModel();
}
internal void SetSummary(CombatSettlementContext settlementContext)
{
_settlementContext = settlementContext;
_isSummaryPrepared = true;
}
internal CombatFinishFormUseCase(ICombatSchedulerPort combatSchedulerPort)
{
_combatSchedulerPort = combatSchedulerPort;
}
public bool TryReturnToMenu()
{
return _combatSchedulerPort != null && _combatSchedulerPort.OnCombatFinishReturnRequested();
}
private CombatFinishFormRawData BuildModel()
{
if (!_isSummaryPrepared)
{
_settlementContext = null;
}
BackpackInventoryData rewardInventory = _settlementContext?.Summary.RewardInventory;
if (rewardInventory == null)
{
rewardInventory = InventorySeedUtility.CreateSampleInventory();
}
return new CombatFinishFormRawData
{
DefeatedEnemyCount = Mathf.Max(0, _settlementContext?.Summary.DefeatedEnemyCount ?? 0),
GainedGold = Mathf.Max(0, _settlementContext?.Summary.GainedGold ?? 0),
RewardInventory = rewardInventory,
CanReturn = true
};
}
}
}
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using System;
using GeometryTD.Definition;
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatInfoFormUseCase : IUIUseCase
{
private Func<CombatInfoFormRawData> _modelProvider;
private Func<bool> _tryEndCombat;
private Func<bool> _tryDebugFail;
public CombatInfoFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatInfoFormRawData TryRefresh()
{
return BuildModel();
}
public void Configure(Func<CombatInfoFormRawData> modelProvider, Func<bool> tryEndCombat, Func<bool> tryDebugFail)
{
_modelProvider = modelProvider;
_tryEndCombat = tryEndCombat;
_tryDebugFail = tryDebugFail;
}
public bool TryEndCombat()
{
if (_tryEndCombat == null)
{
return false;
}
return _tryEndCombat.Invoke();
}
public bool TryDebugFail()
{
if (_tryDebugFail == null)
{
return false;
}
return _tryDebugFail.Invoke();
}
private CombatInfoFormRawData BuildModel()
{
return _modelProvider != null ? _modelProvider.Invoke() : null;
}
public static CombatInfoFormRawData BuildRawData(
LevelThemeType themeType,
int levelId,
int currentPhaseIndex,
int totalPhaseCount,
int coin,
int baseHp,
int baseHpMax,
bool canEnd)
{
return new CombatInfoFormRawData
{
LevelThemeType = themeType,
LevelId = levelId,
CurrentPhaseIndex = Mathf.Max(0, currentPhaseIndex),
TotalPhaseCount = Mathf.Max(0, totalPhaseCount),
Coin = Mathf.Max(0, coin),
BaseHp = Mathf.Max(0, baseHp),
BaseHpMax = Mathf.Max(0, baseHpMax),
EnemyHpRateMultiplier = ResolveEnemyHpRateMultiplier(currentPhaseIndex, totalPhaseCount),
CanPause = true,
CanEnd = canEnd
};
}
private static int ResolveEnemyHpRateMultiplier(int currentPhaseIndex, int totalPhaseCount)
{
if (currentPhaseIndex <= 0 || totalPhaseCount <= 0)
{
return 1;
}
int completedLoopCount = Mathf.Max(0, (currentPhaseIndex - 1) / totalPhaseCount);
if (completedLoopCount >= 30)
{
return int.MaxValue;
}
return 1 << completedLoopCount;
}
}
}
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using System;
using UnityEngine;
namespace GeometryTD.UI
{
public class CombatSelectFormUseCase : IUIUseCase
{
private const int BuildOptionCount = 4;
private readonly Option[] _buildOptions = new Option[BuildOptionCount];
private readonly Option _upgradeOption = new Option(CombatSelectActionType.UpgradeTower, 0, true);
private readonly Option _destroyOption = new Option(CombatSelectActionType.DestroyTower, 0, false);
private Func<int> _coinProvider;
private bool _isVisible;
private CombatSelectDisplayMode _displayMode = CombatSelectDisplayMode.Hidden;
private Vector2 _screenPosition;
public CombatSelectFormUseCase()
{
_coinProvider = DefaultCoinProvider;
for (int i = 0; i < BuildOptionCount; i++)
{
_buildOptions[i] = new Option(CombatSelectActionType.BuildTower, i, true);
}
}
public CombatSelectFormRawData CreateInitialModel()
{
return BuildModel();
}
public CombatSelectFormRawData TryRefresh()
{
return BuildModel();
}
public void SetCoinProvider(Func<int> coinProvider)
{
_coinProvider = coinProvider ?? DefaultCoinProvider;
}
public void SetBuildAction(int buildIndex, Func<bool> buildAction, int cost, Sprite icon = null)
{
SetBuildAction(buildIndex, buildAction, cost, icon, false, Color.white, Color.white, Color.white);
}
public void SetBuildAction(
int buildIndex,
Func<bool> buildAction,
int cost,
Sprite icon,
bool useTowerLayers,
Color baseColor,
Color bearingColor,
Color muzzleColor)
{
if (buildIndex < 0 || buildIndex >= _buildOptions.Length)
{
return;
}
Option option = _buildOptions[buildIndex];
option.Action = buildAction;
option.Price = Mathf.Max(0, cost);
option.Icon = icon;
option.IsGain = false;
option.IsVisible = true;
option.UseTowerLayers = useTowerLayers;
option.BaseColor = baseColor;
option.BearingColor = bearingColor;
option.MuzzleColor = muzzleColor;
}
public void SetBuildAction(int buildIndex, Action buildAction, int cost, Sprite icon = null)
{
if (buildAction == null)
{
SetBuildAction(buildIndex, (Func<bool>)null, cost, icon);
return;
}
SetBuildAction(
buildIndex,
() =>
{
buildAction.Invoke();
return true;
},
cost,
icon);
}
public void SetBuildVisible(int buildIndex, bool visible)
{
if (buildIndex < 0 || buildIndex >= _buildOptions.Length)
{
return;
}
_buildOptions[buildIndex].IsVisible = visible;
}
public void SetUpgradeAction(Func<bool> upgradeAction, int cost, Sprite icon = null)
{
_upgradeOption.Action = upgradeAction;
_upgradeOption.Price = Mathf.Max(0, cost);
_upgradeOption.Icon = icon;
_upgradeOption.IsGain = false;
_upgradeOption.IsVisible = true;
_upgradeOption.UseTowerLayers = false;
}
public void SetUpgradeAction(Action upgradeAction, int cost, Sprite icon = null)
{
if (upgradeAction == null)
{
SetUpgradeAction((Func<bool>)null, cost, icon);
return;
}
SetUpgradeAction(
() =>
{
upgradeAction.Invoke();
return true;
},
cost,
icon);
}
public void SetDestroyAction(Func<bool> destroyAction, int gain, Sprite icon = null)
{
_destroyOption.Action = destroyAction;
_destroyOption.Price = Mathf.Max(0, gain);
_destroyOption.Icon = icon;
_destroyOption.IsGain = true;
_destroyOption.IsVisible = true;
_destroyOption.UseTowerLayers = false;
}
public void SetDestroyAction(Action destroyAction, int gain, Sprite icon = null)
{
if (destroyAction == null)
{
SetDestroyAction((Func<bool>)null, gain, icon);
return;
}
SetDestroyAction(
() =>
{
destroyAction.Invoke();
return true;
},
gain,
icon);
}
public void SetUpgradePrice(int cost)
{
_upgradeOption.Price = Mathf.Max(0, cost);
}
public void SetUpgradeVisible(bool visible)
{
_upgradeOption.IsVisible = visible;
}
public void SetDestroyGain(int gain)
{
_destroyOption.Price = Mathf.Max(0, gain);
_destroyOption.IsGain = true;
}
public void ShowForFoundation(Vector2 screenPosition)
{
_screenPosition = screenPosition;
_displayMode = CombatSelectDisplayMode.Build;
_isVisible = true;
}
public void ShowForTower(Vector2 screenPosition)
{
_screenPosition = screenPosition;
_displayMode = CombatSelectDisplayMode.Func;
_isVisible = true;
}
public void Hide()
{
_isVisible = false;
_displayMode = CombatSelectDisplayMode.Hidden;
}
public bool TryExecuteAction(CombatSelectActionType actionType, int actionIndex)
{
if (!_isVisible)
{
return false;
}
Option option = GetOption(actionType, actionIndex);
if (option == null || !option.IsVisible)
{
return false;
}
int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
if (!CanExecute(option, currentCoin))
{
return false;
}
if (option.Action == null)
{
return false;
}
bool result = option.Action.Invoke();
if (result)
{
Hide();
}
return result;
}
private CombatSelectFormRawData BuildModel()
{
int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
TowerSelectItemRawData[] buildItems = new TowerSelectItemRawData[_buildOptions.Length];
for (int i = 0; i < _buildOptions.Length; i++)
{
buildItems[i] = BuildOptionRawData(_buildOptions[i], currentCoin);
}
return new CombatSelectFormRawData
{
IsVisible = _isVisible,
ScreenPosition = _screenPosition,
DisplayMode = _displayMode,
BuildItems = buildItems,
UpgradeItem = BuildOptionRawData(_upgradeOption, currentCoin),
DestroyItem = BuildOptionRawData(_destroyOption, currentCoin)
};
}
private Option GetOption(CombatSelectActionType actionType, int actionIndex)
{
switch (actionType)
{
case CombatSelectActionType.BuildTower:
if (actionIndex < 0 || actionIndex >= _buildOptions.Length)
{
return null;
}
return _buildOptions[actionIndex];
case CombatSelectActionType.UpgradeTower:
return _upgradeOption;
case CombatSelectActionType.DestroyTower:
return _destroyOption;
default:
return null;
}
}
private static int DefaultCoinProvider()
{
return 0;
}
private static bool CanExecute(Option option, int currentCoin)
{
if (option == null)
{
return false;
}
if (option.RequiresAffordable && currentCoin < option.Price)
{
return false;
}
return true;
}
private static TowerSelectItemRawData BuildOptionRawData(Option option, int currentCoin)
{
if (option == null)
{
return null;
}
return new TowerSelectItemRawData
{
Icon = option.Icon,
Price = option.Price,
IsGain = option.IsGain,
IsVisible = option.IsVisible,
IsInteractable = option.Action != null && CanExecute(option, currentCoin),
ActionType = option.ActionType,
ActionIndex = option.ActionIndex,
UseTowerLayers = option.UseTowerLayers,
BaseColor = option.BaseColor,
BearingColor = option.BearingColor,
MuzzleColor = option.MuzzleColor
};
}
private sealed class Option
{
public readonly CombatSelectActionType ActionType;
public readonly int ActionIndex;
public readonly bool RequiresAffordable;
public int Price;
public bool IsGain;
public bool IsVisible = true;
public Sprite Icon;
public Func<bool> Action;
public bool UseTowerLayers;
public Color BaseColor = Color.white;
public Color BearingColor = Color.white;
public Color MuzzleColor = Color.white;
public Option(CombatSelectActionType actionType, int actionIndex, bool requiresAffordable)
{
ActionType = actionType;
ActionIndex = actionIndex;
RequiresAffordable = requiresAffordable;
}
}
}
}