init
This commit is contained in:
@@ -0,0 +1,81 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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namespace GeometryTD.CustomUtility
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{
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public static class AssetUtility
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{
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public static string GetConfigAsset(string assetName, bool fromBytes)
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{
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return Utility.Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
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}
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public static string GetDataTableAsset(string assetName, bool fromBytes)
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{
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return Utility.Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
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}
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public static string GetDictionaryAsset(string assetName, bool fromBytes)
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{
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return Utility.Text.Format("Assets/GameMain/Localization/{0}/Dictionaries/{1}.{2}",
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GameEntry.Localization.Language, assetName, fromBytes ? "bytes" : "xml");
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}
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public static string GetFontAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
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}
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public static string GetTMPFontAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
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}
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public static string GetSceneAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
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}
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public static string GetMusicAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
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}
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public static string GetSoundAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
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}
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public static string GetEntityAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
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}
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public static string GetUIFormAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
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}
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public static string GetUISoundAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
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}
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public static string GetLevelMapAsset(string assetName)
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{
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return Utility.Text.Format("Assets/GameMain/Entities/LevelMap/Level{0}.prefab", assetName);
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}
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public static string GetTextureAsset(string assetName)
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{
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// Assets/GameMain/Textures/Capsule.png
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return Utility.Text.Format("Assets/GameMain/Textures/{0}.png", assetName);
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}
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}
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}
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@@ -0,0 +1,27 @@
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using System.Collections.Generic;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomUtility
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{
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public static class EnumUtility<T> where T : struct, System.Enum
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{
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private static readonly Dictionary<string, T> _enumCache = new();
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public static T Get(string value)
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{
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if (!_enumCache.TryGetValue(value, out T result))
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{
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if (System.Enum.TryParse(value, true, out result))
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{
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_enumCache[value] = result;
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}
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else
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{
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Log.Error($"Enum 解析失败:类型:{typeof(T).Name} 不包含值 {value}");
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}
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}
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return result;
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}
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}
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}
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@@ -0,0 +1,443 @@
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using GameFramework.DataTable;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityEngine;
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namespace GeometryTD.CustomUtility
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{
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public static class IconColorGenerator
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{
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private const int StatCount = 5;
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private const float MinSaturation = 0.4f;
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private const float MinValue = 0.6f;
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private const float TinyValue = 0.0001f;
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private static readonly float[] HueMap = { 0f, 30f, 200f, 120f, 270f };
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private static StatRange _attackDamageRange = new StatRange(1f, 300f);
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private static StatRange _damageRandomRateRange = new StatRange(0f, 0.3f);
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private static StatRange _rotateSpeedRange = new StatRange(10f, 240f);
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private static StatRange _attackRangeRange = new StatRange(2f, 8f);
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private static StatRange _attackSpeedRange = new StatRange(0.5f, 4f);
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private static bool s_HasMuzzleRange;
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private static bool s_HasBearingRange;
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private static bool s_HasBaseRange;
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public static Color GenerateForComponent(TowerCompItemData item)
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{
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if (item == null)
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{
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return Color.white;
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}
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float attackDamage = 0f;
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float damageRandomRate = 0f;
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float rotateSpeed = 0f;
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float attackRange = 0f;
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float attackSpeed = 0f;
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if (item is MuzzleCompItemData muzzle)
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{
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attackDamage = ResolveArrayValue(muzzle.AttackDamage);
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damageRandomRate = Mathf.Max(0f, muzzle.DamageRandomRate);
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}
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else if (item is BearingCompItemData bearing)
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{
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rotateSpeed = ResolveArrayValue(bearing.RotateSpeed);
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attackRange = ResolveArrayValue(bearing.AttackRange);
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}
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else if (item is BaseCompItemData baseComp)
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{
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attackSpeed = ResolveArrayValue(baseComp.AttackSpeed);
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}
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return GenerateColor(
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attackDamage,
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damageRandomRate,
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rotateSpeed,
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attackRange,
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attackSpeed,
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item.SlotType);
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}
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public static Color GenerateForTower(TowerItemData tower)
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{
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if (tower?.Stats == null)
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{
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return Color.white;
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}
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TowerStatsData stats = tower.Stats;
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return GenerateColor(
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ResolveArrayValue(stats.AttackDamage),
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stats.DamageRandomRate,
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ResolveArrayValue(stats.RotateSpeed),
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ResolveArrayValue(stats.AttackRange),
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ResolveArrayValue(stats.AttackSpeed),
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TowerCompSlotType.None);
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}
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private static Color GenerateColor(
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float attackDamage,
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float damageRandomRate,
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float rotateSpeed,
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float attackRange,
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float attackSpeed,
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TowerCompSlotType slotType)
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{
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TryRefreshRangesFromDataTables();
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float[] normalizedStats = new float[StatCount];
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normalizedStats[0] = Normalize(attackDamage, _attackDamageRange);
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normalizedStats[1] = Normalize(damageRandomRate, _damageRandomRateRange);
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normalizedStats[2] = Normalize(rotateSpeed, _rotateSpeedRange);
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normalizedStats[3] = Normalize(attackRange, _attackRangeRange);
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normalizedStats[4] = Normalize(attackSpeed, _attackSpeedRange);
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FindTopTwoIndexes(normalizedStats, out int primaryIndex, out int secondaryIndex);
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float denominator = normalizedStats[primaryIndex] + normalizedStats[secondaryIndex] + TinyValue;
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float blendWeight = normalizedStats[secondaryIndex] / denominator;
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float hue = LerpHue(HueMap[primaryIndex], HueMap[secondaryIndex], blendWeight);
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hue = NormalizeHue(hue + ResolveSlotHueOffset(slotType));
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float purity = normalizedStats[primaryIndex] - normalizedStats[secondaryIndex];
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float saturation = Mathf.Lerp(0.45f, 0.9f, Mathf.Clamp01(purity * 1.5f));
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saturation = Mathf.Max(saturation, MinSaturation);
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float intensity = 0f;
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for (int i = 0; i < normalizedStats.Length; i++)
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{
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intensity += normalizedStats[i];
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}
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float value = Mathf.Lerp(0.55f, 0.95f, intensity / StatCount);
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value = Mathf.Max(value, MinValue);
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Color color = Color.HSVToRGB(hue / 360f, saturation, value);
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color.a = 1f;
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return color;
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}
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private static void TryRefreshRangesFromDataTables()
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{
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if (GameEntry.DataTable == null)
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{
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return;
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}
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if (!s_HasMuzzleRange &&
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TryResolveMuzzleRange(out StatRange attackDamageRange, out StatRange damageRandomRateRange))
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{
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_attackDamageRange = attackDamageRange;
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_damageRandomRateRange = damageRandomRateRange;
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s_HasMuzzleRange = true;
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}
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if (!s_HasBearingRange &&
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TryResolveBearingRange(out StatRange rotateSpeedRange, out StatRange attackRangeRange))
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{
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_rotateSpeedRange = rotateSpeedRange;
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_attackRangeRange = attackRangeRange;
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s_HasBearingRange = true;
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}
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if (!s_HasBaseRange && TryResolveBaseRange(out StatRange attackSpeedRange))
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{
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_attackSpeedRange = attackSpeedRange;
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s_HasBaseRange = true;
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}
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}
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private static bool TryResolveMuzzleRange(out StatRange attackDamageRange, out StatRange damageRandomRateRange)
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{
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attackDamageRange = _attackDamageRange;
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damageRandomRateRange = _damageRandomRateRange;
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IDataTable<DRMuzzleComp> dataTable = GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
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if (dataTable == null || dataTable.Count <= 0)
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{
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return false;
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}
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DRMuzzleComp[] rows = dataTable.GetAllDataRows();
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if (rows == null || rows.Length <= 0)
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{
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return false;
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}
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bool hasAttackDamage = false;
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bool hasDamageRandomRate = false;
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float minAttackDamage = float.MaxValue;
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float maxAttackDamage = float.MinValue;
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float minDamageRandomRate = float.MaxValue;
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float maxDamageRandomRate = float.MinValue;
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for (int i = 0; i < rows.Length; i++)
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{
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DRMuzzleComp row = rows[i];
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if (row == null)
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{
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continue;
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}
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IncludeValues(row.AttackDamage, ref minAttackDamage, ref maxAttackDamage, ref hasAttackDamage);
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IncludeValue(Mathf.Max(0f, row.DamageRandomRate), ref minDamageRandomRate, ref maxDamageRandomRate,
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ref hasDamageRandomRate);
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}
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if (!hasAttackDamage || !hasDamageRandomRate)
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{
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return false;
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}
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attackDamageRange = BuildRange(minAttackDamage, maxAttackDamage, _attackDamageRange);
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damageRandomRateRange = BuildRange(minDamageRandomRate, maxDamageRandomRate, _damageRandomRateRange);
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return true;
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}
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private static bool TryResolveBearingRange(out StatRange rotateSpeedRange, out StatRange attackRangeRange)
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{
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rotateSpeedRange = _rotateSpeedRange;
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attackRangeRange = _attackRangeRange;
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IDataTable<DRBearingComp> dataTable = GameEntry.DataTable.GetDataTable<DRBearingComp>();
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if (dataTable == null || dataTable.Count <= 0)
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{
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return false;
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}
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DRBearingComp[] rows = dataTable.GetAllDataRows();
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if (rows == null || rows.Length <= 0)
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{
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return false;
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}
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bool hasRotateSpeed = false;
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bool hasAttackRange = false;
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float minRotateSpeed = float.MaxValue;
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float maxRotateSpeed = float.MinValue;
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float minAttackRange = float.MaxValue;
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float maxAttackRange = float.MinValue;
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for (int i = 0; i < rows.Length; i++)
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{
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DRBearingComp row = rows[i];
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if (row == null)
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{
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continue;
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}
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IncludeValues(row.RotateSpeed, ref minRotateSpeed, ref maxRotateSpeed, ref hasRotateSpeed);
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IncludeValues(row.AttackRange, ref minAttackRange, ref maxAttackRange, ref hasAttackRange);
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}
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if (!hasRotateSpeed || !hasAttackRange)
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{
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return false;
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}
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rotateSpeedRange = BuildRange(minRotateSpeed, maxRotateSpeed, _rotateSpeedRange);
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attackRangeRange = BuildRange(minAttackRange, maxAttackRange, _attackRangeRange);
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return true;
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}
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private static bool TryResolveBaseRange(out StatRange attackSpeedRange)
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{
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attackSpeedRange = _attackSpeedRange;
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IDataTable<DRBaseComp> dataTable = GameEntry.DataTable.GetDataTable<DRBaseComp>();
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if (dataTable == null || dataTable.Count <= 0)
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{
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return false;
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}
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DRBaseComp[] rows = dataTable.GetAllDataRows();
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if (rows == null || rows.Length <= 0)
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{
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return false;
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}
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bool hasAttackSpeed = false;
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float minAttackSpeed = float.MaxValue;
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float maxAttackSpeed = float.MinValue;
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for (int i = 0; i < rows.Length; i++)
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{
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DRBaseComp row = rows[i];
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if (row == null)
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{
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continue;
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}
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IncludeValues(row.AttackSpeed, ref minAttackSpeed, ref maxAttackSpeed, ref hasAttackSpeed);
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}
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if (!hasAttackSpeed)
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{
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return false;
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}
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attackSpeedRange = BuildRange(minAttackSpeed, maxAttackSpeed, _attackSpeedRange);
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return true;
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}
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private static void FindTopTwoIndexes(float[] values, out int primaryIndex, out int secondaryIndex)
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{
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primaryIndex = 0;
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secondaryIndex = 1;
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|
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if (values[secondaryIndex] > values[primaryIndex])
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{
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(primaryIndex, secondaryIndex) = (secondaryIndex, primaryIndex);
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}
|
||||
|
||||
for (int i = 2; i < values.Length; i++)
|
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{
|
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float value = values[i];
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if (value > values[primaryIndex])
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{
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secondaryIndex = primaryIndex;
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primaryIndex = i;
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}
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else if (value > values[secondaryIndex])
|
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{
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secondaryIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static float ResolveSlotHueOffset(TowerCompSlotType slotType)
|
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{
|
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return slotType switch
|
||||
{
|
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TowerCompSlotType.Bearing => 15f,
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TowerCompSlotType.Base => -15f,
|
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_ => 0f
|
||||
};
|
||||
}
|
||||
|
||||
private static float ResolveArrayValue(int[] values)
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||||
{
|
||||
if (values == null || values.Length <= 0)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return Mathf.Max(0f, values[0]);
|
||||
}
|
||||
|
||||
private static float ResolveArrayValue(float[] values)
|
||||
{
|
||||
if (values == null || values.Length <= 0)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
return Mathf.Max(0f, values[0]);
|
||||
}
|
||||
|
||||
private static void IncludeValues(int[] values, ref float min, ref float max, ref bool hasValue)
|
||||
{
|
||||
if (values == null || values.Length <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < values.Length; i++)
|
||||
{
|
||||
IncludeValue(Mathf.Max(0f, values[i]), ref min, ref max, ref hasValue);
|
||||
}
|
||||
}
|
||||
|
||||
private static void IncludeValues(float[] values, ref float min, ref float max, ref bool hasValue)
|
||||
{
|
||||
if (values == null || values.Length <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < values.Length; i++)
|
||||
{
|
||||
IncludeValue(Mathf.Max(0f, values[i]), ref min, ref max, ref hasValue);
|
||||
}
|
||||
}
|
||||
|
||||
private static void IncludeValue(float value, ref float min, ref float max, ref bool hasValue)
|
||||
{
|
||||
if (float.IsNaN(value) || float.IsInfinity(value))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!hasValue)
|
||||
{
|
||||
min = value;
|
||||
max = value;
|
||||
hasValue = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (value < min)
|
||||
{
|
||||
min = value;
|
||||
}
|
||||
|
||||
if (value > max)
|
||||
{
|
||||
max = value;
|
||||
}
|
||||
}
|
||||
|
||||
private static float Normalize(float value, StatRange range)
|
||||
{
|
||||
float denominator = Mathf.Max(TinyValue, range.Max - range.Min);
|
||||
return Mathf.Clamp01((value - range.Min) / denominator);
|
||||
}
|
||||
|
||||
private static StatRange BuildRange(float min, float max, StatRange fallback)
|
||||
{
|
||||
if (float.IsNaN(min) || float.IsInfinity(min) || float.IsNaN(max) || float.IsInfinity(max))
|
||||
{
|
||||
return fallback;
|
||||
}
|
||||
|
||||
if (max - min < TinyValue)
|
||||
{
|
||||
return fallback;
|
||||
}
|
||||
|
||||
return new StatRange(min, max);
|
||||
}
|
||||
|
||||
private static float LerpHue(float fromDegree, float toDegree, float t)
|
||||
{
|
||||
float delta = Mathf.DeltaAngle(fromDegree, toDegree);
|
||||
return fromDegree + delta * Mathf.Clamp01(t);
|
||||
}
|
||||
|
||||
private static float NormalizeHue(float hueDegree)
|
||||
{
|
||||
float normalized = hueDegree % 360f;
|
||||
if (normalized < 0f)
|
||||
{
|
||||
normalized += 360f;
|
||||
}
|
||||
|
||||
return normalized;
|
||||
}
|
||||
|
||||
private readonly struct StatRange
|
||||
{
|
||||
public StatRange(float min, float max)
|
||||
{
|
||||
Min = min;
|
||||
Max = max;
|
||||
}
|
||||
|
||||
public float Min { get; }
|
||||
public float Max { get; }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,236 @@
|
||||
using System;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class InventoryCloneUtility
|
||||
{
|
||||
public static BackpackInventoryData CloneInventory(BackpackInventoryData source)
|
||||
{
|
||||
BackpackInventoryData cloned = new BackpackInventoryData();
|
||||
if (source == null)
|
||||
{
|
||||
return cloned;
|
||||
}
|
||||
|
||||
cloned.Gold = Mathf.Max(0, source.Gold);
|
||||
|
||||
if (source.MuzzleComponents != null)
|
||||
{
|
||||
for (int i = 0; i < source.MuzzleComponents.Count; i++)
|
||||
{
|
||||
MuzzleCompItemData item = source.MuzzleComponents[i];
|
||||
if (item != null)
|
||||
{
|
||||
cloned.MuzzleComponents.Add(CloneMuzzleComp(item));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (source.BearingComponents != null)
|
||||
{
|
||||
for (int i = 0; i < source.BearingComponents.Count; i++)
|
||||
{
|
||||
BearingCompItemData item = source.BearingComponents[i];
|
||||
if (item != null)
|
||||
{
|
||||
cloned.BearingComponents.Add(CloneBearingComp(item));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (source.BaseComponents != null)
|
||||
{
|
||||
for (int i = 0; i < source.BaseComponents.Count; i++)
|
||||
{
|
||||
BaseCompItemData item = source.BaseComponents[i];
|
||||
if (item != null)
|
||||
{
|
||||
cloned.BaseComponents.Add(CloneBaseComp(item));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (source.Towers != null)
|
||||
{
|
||||
for (int i = 0; i < source.Towers.Count; i++)
|
||||
{
|
||||
TowerItemData item = source.Towers[i];
|
||||
if (item != null)
|
||||
{
|
||||
cloned.Towers.Add(CloneTower(item));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (source.ParticipantTowerInstanceIds != null)
|
||||
{
|
||||
for (int i = 0; i < source.ParticipantTowerInstanceIds.Count; i++)
|
||||
{
|
||||
long id = source.ParticipantTowerInstanceIds[i];
|
||||
if (id > 0)
|
||||
{
|
||||
cloned.ParticipantTowerInstanceIds.Add(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return cloned;
|
||||
}
|
||||
|
||||
public static MuzzleCompItemData CloneMuzzleComp(MuzzleCompItemData source)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = source.InstanceId,
|
||||
ConfigId = source.ConfigId,
|
||||
Name = source.Name,
|
||||
Rarity = source.Rarity,
|
||||
Endurance = source.Endurance,
|
||||
IsAssembledIntoTower = source.IsAssembledIntoTower,
|
||||
Constraint = source.Constraint,
|
||||
Tags = CloneTags(source.Tags),
|
||||
AttackDamage = CloneIntArray(source.AttackDamage),
|
||||
DamageRandomRate = source.DamageRandomRate,
|
||||
AttackMethodType = source.AttackMethodType
|
||||
};
|
||||
}
|
||||
|
||||
public static BearingCompItemData CloneBearingComp(BearingCompItemData source)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new BearingCompItemData
|
||||
{
|
||||
InstanceId = source.InstanceId,
|
||||
ConfigId = source.ConfigId,
|
||||
Name = source.Name,
|
||||
Rarity = source.Rarity,
|
||||
Endurance = source.Endurance,
|
||||
IsAssembledIntoTower = source.IsAssembledIntoTower,
|
||||
Constraint = source.Constraint,
|
||||
Tags = CloneTags(source.Tags),
|
||||
RotateSpeed = CloneFloatArray(source.RotateSpeed),
|
||||
AttackRange = CloneFloatArray(source.AttackRange)
|
||||
};
|
||||
}
|
||||
|
||||
public static BaseCompItemData CloneBaseComp(BaseCompItemData source)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new BaseCompItemData
|
||||
{
|
||||
InstanceId = source.InstanceId,
|
||||
ConfigId = source.ConfigId,
|
||||
Name = source.Name,
|
||||
Rarity = source.Rarity,
|
||||
Endurance = source.Endurance,
|
||||
IsAssembledIntoTower = source.IsAssembledIntoTower,
|
||||
Constraint = source.Constraint,
|
||||
Tags = CloneTags(source.Tags),
|
||||
AttackSpeed = CloneFloatArray(source.AttackSpeed),
|
||||
AttackPropertyType = source.AttackPropertyType
|
||||
};
|
||||
}
|
||||
|
||||
public static TowerItemData CloneTower(TowerItemData source)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new TowerItemData
|
||||
{
|
||||
InstanceId = source.InstanceId,
|
||||
Name = source.Name,
|
||||
Rarity = source.Rarity,
|
||||
IsParticipatingInCombat = source.IsParticipatingInCombat,
|
||||
MuzzleComponentInstanceId = source.MuzzleComponentInstanceId,
|
||||
BearingComponentInstanceId = source.BearingComponentInstanceId,
|
||||
BaseComponentInstanceId = source.BaseComponentInstanceId,
|
||||
Stats = CloneTowerStats(source.Stats),
|
||||
ComposedIconSprite = source.ComposedIconSprite,
|
||||
ComposedIconKey = source.ComposedIconKey
|
||||
};
|
||||
}
|
||||
|
||||
public static TowerStatsData CloneTowerStats(TowerStatsData source)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return new TowerStatsData();
|
||||
}
|
||||
|
||||
return new TowerStatsData
|
||||
{
|
||||
AttackDamage = CloneIntArray(source.AttackDamage),
|
||||
DamageRandomRate = source.DamageRandomRate,
|
||||
RotateSpeed = CloneFloatArray(source.RotateSpeed),
|
||||
AttackRange = CloneFloatArray(source.AttackRange),
|
||||
AttackSpeed = CloneFloatArray(source.AttackSpeed),
|
||||
AttackMethodType = source.AttackMethodType,
|
||||
AttackPropertyType = source.AttackPropertyType,
|
||||
TagRuntimes = CloneTagRuntimes(source.TagRuntimes),
|
||||
Tags = CloneTags(source.Tags)
|
||||
};
|
||||
}
|
||||
|
||||
public static int[] CloneIntArray(int[] source)
|
||||
{
|
||||
return source != null ? (int[])source.Clone() : Array.Empty<int>();
|
||||
}
|
||||
|
||||
public static float[] CloneFloatArray(float[] source)
|
||||
{
|
||||
return source != null ? (float[])source.Clone() : Array.Empty<float>();
|
||||
}
|
||||
|
||||
public static TagType[] CloneTags(TagType[] source)
|
||||
{
|
||||
return source != null ? (TagType[])source.Clone() : Array.Empty<TagType>();
|
||||
}
|
||||
|
||||
public static TagRuntimeData[] CloneTagRuntimes(TagRuntimeData[] source)
|
||||
{
|
||||
if (source == null || source.Length <= 0)
|
||||
{
|
||||
return Array.Empty<TagRuntimeData>();
|
||||
}
|
||||
|
||||
TagRuntimeData[] cloned = new TagRuntimeData[source.Length];
|
||||
for (int i = 0; i < source.Length; i++)
|
||||
{
|
||||
TagRuntimeData runtime = source[i];
|
||||
if (runtime == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
cloned[i] = new TagRuntimeData
|
||||
{
|
||||
TagType = runtime.TagType,
|
||||
TotalStack = runtime.TotalStack
|
||||
};
|
||||
}
|
||||
|
||||
return cloned;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,180 @@
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class InventoryParticipantUtility
|
||||
{
|
||||
public static ParticipantTowerAssignResult TryAddParticipantTower(
|
||||
BackpackInventoryData inventory,
|
||||
long towerInstanceId,
|
||||
int maxCount)
|
||||
{
|
||||
if (inventory == null || towerInstanceId <= 0)
|
||||
{
|
||||
return new ParticipantTowerAssignResult
|
||||
{
|
||||
TowerInstanceId = towerInstanceId,
|
||||
FailureReason = ParticipantTowerAssignFailureReason.TowerMissing,
|
||||
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
|
||||
};
|
||||
}
|
||||
|
||||
int resolvedMaxCount = Mathf.Max(1, maxCount);
|
||||
NormalizeParticipantState(inventory, resolvedMaxCount);
|
||||
CombatParticipantTowerValidationResult validationResult =
|
||||
CombatParticipantTowerValidationService.ValidateTower(inventory, towerInstanceId);
|
||||
if (!validationResult.IsValid)
|
||||
{
|
||||
return new ParticipantTowerAssignResult
|
||||
{
|
||||
TowerInstanceId = towerInstanceId,
|
||||
FailureReason = validationResult.FailureReason == CombatParticipantTowerValidationFailureReason.TowerMissing
|
||||
? ParticipantTowerAssignFailureReason.TowerMissing
|
||||
: ParticipantTowerAssignFailureReason.InvalidTower,
|
||||
ValidationFailureReason = validationResult.FailureReason
|
||||
};
|
||||
}
|
||||
|
||||
inventory.ParticipantTowerInstanceIds ??= new List<long>();
|
||||
if (inventory.ParticipantTowerInstanceIds.Contains(towerInstanceId))
|
||||
{
|
||||
if (validationResult.Tower != null)
|
||||
{
|
||||
validationResult.Tower.IsParticipatingInCombat = true;
|
||||
}
|
||||
|
||||
return new ParticipantTowerAssignResult
|
||||
{
|
||||
TowerInstanceId = towerInstanceId,
|
||||
FailureReason = ParticipantTowerAssignFailureReason.AlreadyAssigned,
|
||||
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
|
||||
};
|
||||
}
|
||||
|
||||
if (inventory.ParticipantTowerInstanceIds.Count >= resolvedMaxCount)
|
||||
{
|
||||
return new ParticipantTowerAssignResult
|
||||
{
|
||||
TowerInstanceId = towerInstanceId,
|
||||
FailureReason = ParticipantTowerAssignFailureReason.ParticipantAreaFull,
|
||||
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
|
||||
};
|
||||
}
|
||||
|
||||
inventory.ParticipantTowerInstanceIds.Add(towerInstanceId);
|
||||
if (validationResult.Tower != null)
|
||||
{
|
||||
validationResult.Tower.IsParticipatingInCombat = true;
|
||||
}
|
||||
|
||||
return new ParticipantTowerAssignResult
|
||||
{
|
||||
TowerInstanceId = towerInstanceId,
|
||||
FailureReason = ParticipantTowerAssignFailureReason.None,
|
||||
ValidationFailureReason = CombatParticipantTowerValidationFailureReason.None
|
||||
};
|
||||
}
|
||||
|
||||
public static bool TryRemoveParticipantTower(BackpackInventoryData inventory, long towerInstanceId, int maxCount)
|
||||
{
|
||||
if (inventory == null || towerInstanceId <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
NormalizeParticipantState(inventory, maxCount);
|
||||
if (inventory.ParticipantTowerInstanceIds == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool removed = inventory.ParticipantTowerInstanceIds.Remove(towerInstanceId);
|
||||
if (!removed)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TryGetTowerById(inventory, towerInstanceId, out TowerItemData tower))
|
||||
{
|
||||
tower.IsParticipatingInCombat = false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void NormalizeParticipantState(BackpackInventoryData inventory, int maxCount)
|
||||
{
|
||||
if (inventory == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int resolvedMaxCount = Mathf.Max(1, maxCount);
|
||||
inventory.ParticipantTowerInstanceIds ??= new List<long>();
|
||||
Dictionary<long, TowerItemData> towerMap = new Dictionary<long, TowerItemData>();
|
||||
if (inventory.Towers != null)
|
||||
{
|
||||
for (int i = 0; i < inventory.Towers.Count; i++)
|
||||
{
|
||||
TowerItemData tower = inventory.Towers[i];
|
||||
if (tower == null || tower.InstanceId <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
tower.IsParticipatingInCombat = false;
|
||||
towerMap[tower.InstanceId] = tower;
|
||||
}
|
||||
}
|
||||
|
||||
HashSet<long> uniqueIds = new HashSet<long>();
|
||||
List<long> normalizedIds = new List<long>(inventory.ParticipantTowerInstanceIds.Count);
|
||||
for (int i = 0; i < inventory.ParticipantTowerInstanceIds.Count; i++)
|
||||
{
|
||||
if (normalizedIds.Count >= resolvedMaxCount)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
long towerId = inventory.ParticipantTowerInstanceIds[i];
|
||||
if (towerId <= 0 || !uniqueIds.Add(towerId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!towerMap.TryGetValue(towerId, out TowerItemData tower))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
tower.IsParticipatingInCombat = true;
|
||||
normalizedIds.Add(towerId);
|
||||
}
|
||||
|
||||
inventory.ParticipantTowerInstanceIds = normalizedIds;
|
||||
}
|
||||
|
||||
public static bool TryGetTowerById(BackpackInventoryData inventory, long towerInstanceId, out TowerItemData tower)
|
||||
{
|
||||
tower = null;
|
||||
if (inventory?.Towers == null || towerInstanceId <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < inventory.Towers.Count; i++)
|
||||
{
|
||||
TowerItemData candidate = inventory.Towers[i];
|
||||
if (candidate != null && candidate.InstanceId == towerInstanceId)
|
||||
{
|
||||
tower = candidate;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,198 @@
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class InventorySeedUtility
|
||||
{
|
||||
private static readonly TagType[] FirePool = { TagType.Fire };
|
||||
private static readonly TagType[] IceFreezePool = { TagType.Ice, TagType.FreezeMask };
|
||||
private static readonly TagType[] CritPiercePool = { TagType.Pierce, TagType.Crit };
|
||||
private static readonly TagType[] IceShatterPool = { TagType.Ice, TagType.Shatter };
|
||||
private static readonly TagType[] PierceOverpenetratePool = { TagType.Pierce, TagType.Overpenetrate };
|
||||
private static readonly TagType[] IceAbsoluteZeroPool = { TagType.Ice, TagType.AbsoluteZero };
|
||||
private static readonly TagType[] PierceExecutionPool = { TagType.Pierce, TagType.Execution };
|
||||
|
||||
public static BackpackInventoryData CreateSampleInventory(int runSeed = 0)
|
||||
{
|
||||
BackpackInventoryData inventory = new BackpackInventoryData
|
||||
{
|
||||
Gold = 500
|
||||
};
|
||||
|
||||
MuzzleCompItemData muzzle = new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = 10001,
|
||||
ConfigId = 1,
|
||||
Name = "元素枪口",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 90f,
|
||||
IsAssembledIntoTower = true,
|
||||
AttackDamage = new[] { 200, 300, 400, 500, 800 },
|
||||
DamageRandomRate = 0.05f,
|
||||
AttackMethodType = AttackMethodType.NormalBullet,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(FirePool, RarityType.Blue, runSeed, 10001, 1)
|
||||
};
|
||||
|
||||
BearingCompItemData bearing = new BearingCompItemData
|
||||
{
|
||||
InstanceId = 20001,
|
||||
ConfigId = 1,
|
||||
Name = "元素轴承",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 1f,
|
||||
IsAssembledIntoTower = true,
|
||||
RotateSpeed = new[] { 100f, 120f, 130f, 140f, 150f },
|
||||
AttackRange = new[] { 3f, 4f, 5f, 6f, 8f },
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(FirePool, RarityType.Blue, runSeed, 20001, 1)
|
||||
};
|
||||
|
||||
BaseCompItemData baseComp = new BaseCompItemData
|
||||
{
|
||||
InstanceId = 30001,
|
||||
ConfigId = 1,
|
||||
Name = "元素底座",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 88f,
|
||||
IsAssembledIntoTower = true,
|
||||
AttackSpeed = new[] { 1f, 2f, 3f, 3.5f, 0.7f },
|
||||
AttackPropertyType = AttackPropertyType.Fire,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(FirePool, RarityType.Blue, runSeed, 30001, 1)
|
||||
};
|
||||
|
||||
TowerItemData tower = new TowerItemData
|
||||
{
|
||||
InstanceId = 90001,
|
||||
Name = "测试防御塔-A",
|
||||
Rarity = InventoryRarityRuleService.ResolveTowerRarity(
|
||||
muzzle.Rarity,
|
||||
bearing.Rarity,
|
||||
baseComp.Rarity),
|
||||
IsParticipatingInCombat = true,
|
||||
MuzzleComponentInstanceId = muzzle.InstanceId,
|
||||
BearingComponentInstanceId = bearing.InstanceId,
|
||||
BaseComponentInstanceId = baseComp.InstanceId,
|
||||
Stats = new TowerStatsData
|
||||
{
|
||||
AttackDamage = new[] { 200, 220, 240, 260, 300 },
|
||||
DamageRandomRate = 0f,
|
||||
RotateSpeed = new[] { 200f, 210f, 220f, 230f, 240f },
|
||||
AttackRange = new[] { 4.5f, 4.5f, 4.5f, 4.5f, 4.5f },
|
||||
AttackSpeed = new[] { 1.0f, 1.2f, 1.3f, 1.4f, 0.5f },
|
||||
AttackMethodType = AttackMethodType.NormalBullet,
|
||||
AttackPropertyType = AttackPropertyType.Fire,
|
||||
TagRuntimes = TowerTagAggregationService.AggregateTowerTags(
|
||||
muzzle.Tags,
|
||||
bearing.Tags,
|
||||
baseComp.Tags)
|
||||
}
|
||||
};
|
||||
tower.Stats.Tags = TowerTagAggregationService.FlattenUniqueTags(tower.Stats.TagRuntimes);
|
||||
|
||||
inventory.MuzzleComponents.Add(muzzle);
|
||||
inventory.BaseComponents.Add(baseComp);
|
||||
inventory.BearingComponents.Add(bearing);
|
||||
inventory.Towers.Add(tower);
|
||||
|
||||
inventory.MuzzleComponents.Add(new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = 10002,
|
||||
ConfigId = 2,
|
||||
Name = "控制枪口",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 80,
|
||||
IsAssembledIntoTower = false,
|
||||
AttackDamage = new[] { 200, 300, 400, 500, 600 },
|
||||
DamageRandomRate = 0.01f,
|
||||
AttackMethodType = AttackMethodType.NormalBullet,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(IceFreezePool, RarityType.Blue, runSeed, 10002, 2)
|
||||
});
|
||||
|
||||
inventory.MuzzleComponents.Add(new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = 10003,
|
||||
ConfigId = 3,
|
||||
Name = "穿透枪口",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
|
||||
Endurance = 1f,
|
||||
IsAssembledIntoTower = false,
|
||||
AttackDamage = new[] { 50, 55, 60, 80, 90 },
|
||||
DamageRandomRate = 0.02f,
|
||||
AttackMethodType = AttackMethodType.NormalBullet,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(CritPiercePool, RarityType.Purple, runSeed, 10003, 3)
|
||||
});
|
||||
|
||||
inventory.BearingComponents.Add(new BearingCompItemData
|
||||
{
|
||||
InstanceId = 20002,
|
||||
ConfigId = 2,
|
||||
Name = "控制轴承",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 20,
|
||||
IsAssembledIntoTower = false,
|
||||
RotateSpeed = new[] { 200f, 250f, 300f, 320f, 350f },
|
||||
AttackRange = new[] { 6f, 6.5f, 7f, 8f, 8f },
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(IceShatterPool, RarityType.Blue, runSeed, 20002, 2)
|
||||
});
|
||||
|
||||
inventory.BearingComponents.Add(new BearingCompItemData
|
||||
{
|
||||
InstanceId = 20003,
|
||||
ConfigId = 3,
|
||||
Name = "穿透轴承",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
|
||||
Endurance = 96f,
|
||||
IsAssembledIntoTower = false,
|
||||
RotateSpeed = new[] { 60f, 70f, 80f, 90f, 100f },
|
||||
AttackRange = new[] { 4f, 4.5f, 5f, 5.5f, 6f },
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(PierceOverpenetratePool, RarityType.Purple, runSeed, 20003, 3)
|
||||
});
|
||||
|
||||
inventory.BaseComponents.Add(new BaseCompItemData
|
||||
{
|
||||
InstanceId = 30002,
|
||||
ConfigId = 2,
|
||||
Name = "控制底座",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Blue),
|
||||
Endurance = 50f,
|
||||
IsAssembledIntoTower = false,
|
||||
AttackSpeed = new[] { 4f, 4.2f, 4.4f, 4.6f, 4.8f },
|
||||
AttackPropertyType = AttackPropertyType.Ice,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(IceAbsoluteZeroPool, RarityType.Blue, runSeed, 30002, 2)
|
||||
});
|
||||
|
||||
inventory.BaseComponents.Add(new BaseCompItemData
|
||||
{
|
||||
InstanceId = 30003,
|
||||
ConfigId = 3,
|
||||
Name = "穿透底座",
|
||||
Rarity = InventoryRarityRuleService.NormalizeComponentRarity(RarityType.Purple),
|
||||
Endurance = 30f,
|
||||
IsAssembledIntoTower = false,
|
||||
AttackSpeed = new[] { 1f, 1f, 1f, 1f, 1f },
|
||||
AttackPropertyType = AttackPropertyType.Physics,
|
||||
Constraint = string.Empty,
|
||||
Tags = ResolveSeedTags(PierceExecutionPool, RarityType.Purple, runSeed, 30003, 3)
|
||||
});
|
||||
|
||||
inventory.ParticipantTowerInstanceIds.Add(90001);
|
||||
|
||||
return inventory;
|
||||
}
|
||||
|
||||
private static TagType[] ResolveSeedTags(TagType[] possibleTags, RarityType rarity, int runSeed, long instanceId, int configId)
|
||||
{
|
||||
return ComponentTagGenerationService.ResolveComponentTags(
|
||||
possibleTags,
|
||||
rarity,
|
||||
InventoryTagRandomContext.CreateSeed(runSeed, instanceId, configId));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,282 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using GeometryTD.Definition;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class ItemDescUtility
|
||||
{
|
||||
public static string BuildTowerDesc(TowerStatsData towerData)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
// MuzzleComp
|
||||
sb.Append("攻击伤害:");
|
||||
for (int i = 0; i < towerData.AttackDamage.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(towerData.AttackDamage[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.Append($"伤害浮动:{towerData.DamageRandomRate:P0}\n");
|
||||
|
||||
sb.Append($"攻击方式:{ConvertAttackMethod(towerData.AttackMethodType)}\n");
|
||||
|
||||
// BearingComp
|
||||
sb.Append("旋转速度:");
|
||||
for (int i = 0; i < towerData.RotateSpeed.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(towerData.RotateSpeed[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.Append("攻击范围:");
|
||||
for (int i = 0; i < towerData.AttackRange.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(towerData.AttackRange[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
// BaseComp
|
||||
sb.Append("攻击速度:");
|
||||
for (int i = 0; i < towerData.AttackSpeed.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(towerData.AttackSpeed[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.Append($"伤害属性:{ConvertAttackProperty(towerData.AttackPropertyType)}\n");
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static string BuildTowerDesc(
|
||||
TowerItemData tower,
|
||||
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
|
||||
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
|
||||
IReadOnlyDictionary<long, BaseCompItemData> baseMap)
|
||||
{
|
||||
if (tower == null)
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.Append(BuildTowerDesc(tower.Stats ?? new TowerStatsData()));
|
||||
float enduranceRate = ResolveTowerEnduranceRate(tower, muzzleMap, bearingMap, baseMap);
|
||||
sb.AppendLine($"平均耐久: {enduranceRate * 100f:0.#}");
|
||||
CombatParticipantTowerValidationFailureReason failureReason =
|
||||
ResolveTowerValidationFailureReason(tower, muzzleMap, bearingMap, baseMap);
|
||||
if (failureReason != CombatParticipantTowerValidationFailureReason.None)
|
||||
{
|
||||
sb.AppendLine("状态:已损坏");
|
||||
sb.Append($"参战限制:{CombatParticipantTowerValidationText.GetFailureReasonMessage(failureReason)}");
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static float ResolveComponentEnduranceRate(TowerCompItemData item)
|
||||
{
|
||||
if (item == null)
|
||||
{
|
||||
return 1f;
|
||||
}
|
||||
|
||||
return UnityEngine.Mathf.Clamp01(item.Endurance / 100f);
|
||||
}
|
||||
|
||||
public static float ResolveTowerEnduranceRate(
|
||||
TowerItemData tower,
|
||||
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
|
||||
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
|
||||
IReadOnlyDictionary<long, BaseCompItemData> baseMap)
|
||||
{
|
||||
if (tower == null)
|
||||
{
|
||||
return 1f;
|
||||
}
|
||||
|
||||
float sum = 0f;
|
||||
int count = 0;
|
||||
if (muzzleMap != null && muzzleMap.TryGetValue(tower.MuzzleComponentInstanceId, out MuzzleCompItemData muzzle))
|
||||
{
|
||||
sum += ResolveComponentEnduranceRate(muzzle);
|
||||
count++;
|
||||
}
|
||||
|
||||
if (bearingMap != null && bearingMap.TryGetValue(tower.BearingComponentInstanceId, out BearingCompItemData bearing))
|
||||
{
|
||||
sum += ResolveComponentEnduranceRate(bearing);
|
||||
count++;
|
||||
}
|
||||
|
||||
if (baseMap != null && baseMap.TryGetValue(tower.BaseComponentInstanceId, out BaseCompItemData baseComp))
|
||||
{
|
||||
sum += ResolveComponentEnduranceRate(baseComp);
|
||||
count++;
|
||||
}
|
||||
|
||||
if (count <= 0)
|
||||
{
|
||||
return 1f;
|
||||
}
|
||||
|
||||
return UnityEngine.Mathf.Clamp01(sum / count);
|
||||
}
|
||||
|
||||
public static string BuildMuzzleDesc(MuzzleCompItemData muzzleData)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.Append("攻击伤害:");
|
||||
for (int i = 0; i < muzzleData.AttackDamage.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(muzzleData.AttackDamage[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.AppendLine($"伤害浮动:{muzzleData.DamageRandomRate:P0}");
|
||||
|
||||
sb.AppendLine($"攻击方式:{ConvertAttackMethod(muzzleData.AttackMethodType)}");
|
||||
|
||||
sb.AppendLine($"当前耐久:{muzzleData.Endurance}");
|
||||
AppendComponentBrokenStatus(sb, muzzleData);
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static string BuildBearingDesc(BearingCompItemData bearingData)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.Append("旋转速度:");
|
||||
for (int i = 0; i < bearingData.RotateSpeed.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(bearingData.RotateSpeed[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.Append("攻击范围:");
|
||||
for (int i = 0; i < bearingData.AttackRange.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(bearingData.AttackRange[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.AppendLine($"当前耐久:{bearingData.Endurance}");
|
||||
AppendComponentBrokenStatus(sb, bearingData);
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
public static string BuildBaseDesc(BaseCompItemData baseData)
|
||||
{
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.Append("攻击速度:");
|
||||
for (int i = 0; i < baseData.AttackSpeed.Length; i++)
|
||||
{
|
||||
if (i != 0) sb.Append("|");
|
||||
sb.Append(baseData.AttackSpeed[i]);
|
||||
}
|
||||
sb.Append('\n');
|
||||
|
||||
sb.AppendLine($"伤害属性:{ConvertAttackProperty(baseData.AttackPropertyType)}");
|
||||
|
||||
sb.AppendLine($"当前耐久:{baseData.Endurance}");
|
||||
AppendComponentBrokenStatus(sb, baseData);
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
private static void AppendComponentBrokenStatus(StringBuilder sb, TowerCompItemData component)
|
||||
{
|
||||
if (sb == null || component == null || component.Endurance > 0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
sb.AppendLine("状态:已损坏,无法参战。");
|
||||
}
|
||||
|
||||
private static CombatParticipantTowerValidationFailureReason ResolveTowerValidationFailureReason(
|
||||
TowerItemData tower,
|
||||
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
|
||||
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
|
||||
IReadOnlyDictionary<long, BaseCompItemData> baseMap)
|
||||
{
|
||||
if (tower == null)
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.TowerMissing;
|
||||
}
|
||||
|
||||
if (muzzleMap == null || !muzzleMap.TryGetValue(tower.MuzzleComponentInstanceId, out MuzzleCompItemData muzzle))
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.MissingMuzzleComponent;
|
||||
}
|
||||
|
||||
if (muzzle.Endurance <= 0f)
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.BrokenMuzzleComponent;
|
||||
}
|
||||
|
||||
if (bearingMap == null || !bearingMap.TryGetValue(tower.BearingComponentInstanceId, out BearingCompItemData bearing))
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.MissingBearingComponent;
|
||||
}
|
||||
|
||||
if (bearing.Endurance <= 0f)
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.BrokenBearingComponent;
|
||||
}
|
||||
|
||||
if (baseMap == null || !baseMap.TryGetValue(tower.BaseComponentInstanceId, out BaseCompItemData baseComp))
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.MissingBaseComponent;
|
||||
}
|
||||
|
||||
if (baseComp.Endurance <= 0f)
|
||||
{
|
||||
return CombatParticipantTowerValidationFailureReason.BrokenBaseComponent;
|
||||
}
|
||||
|
||||
return CombatParticipantTowerValidationFailureReason.None;
|
||||
}
|
||||
|
||||
public static string ConvertAttackMethod(AttackMethodType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
AttackMethodType.None => "无效",
|
||||
AttackMethodType.NormalBullet => "发送子弹",
|
||||
AttackMethodType.Range => "范围攻击",
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
|
||||
};
|
||||
}
|
||||
|
||||
public static string ConvertAttackProperty(AttackPropertyType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
AttackPropertyType.None => "无效",
|
||||
AttackPropertyType.Physics => "<color=#ffff00ff>物理</color>", //yellow
|
||||
AttackPropertyType.Fire => "<color=#ff0000ff>火</color>", //red
|
||||
AttackPropertyType.Water => "<color=#00ffffff>水</color>", //cyan
|
||||
AttackPropertyType.Earth => "<color=#00ff00ff>自然</color>", //lime
|
||||
AttackPropertyType.Poison => "<color=#008000ff>毒</color>", //green
|
||||
AttackPropertyType.Ice => "<color=#0000a0ff>冰</color>", //darkblue
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(type), type, null)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Newtonsoft.Json 函数集辅助器。
|
||||
/// </summary>
|
||||
public class JsonNetUtility : GameFramework.Utility.Json.IJsonHelper
|
||||
{
|
||||
public string ToJson(object obj)
|
||||
{
|
||||
return JsonConvert.SerializeObject(obj);
|
||||
}
|
||||
|
||||
public T ToObject<T>(string json)
|
||||
{
|
||||
return JsonConvert.DeserializeObject<T>(json);
|
||||
}
|
||||
|
||||
public object ToObject(Type objectType, string json)
|
||||
{
|
||||
return JsonConvert.DeserializeObject(json, objectType);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,122 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GameFramework.DataTable;
|
||||
using GeometryTD.DataTable;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
using Random = System.Random;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class ShopPriceRuleService
|
||||
{
|
||||
public static int ResolveRandomBuyPrice(IReadOnlyList<DRShopPrice> shopPriceRows, RarityType rarity, Random random)
|
||||
{
|
||||
if (!TryFindPriceRow(shopPriceRows, rarity, out DRShopPrice row) || row == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int min = Mathf.Max(0, row.MinPrice);
|
||||
int max = Mathf.Max(min, row.MaxPrice);
|
||||
return random != null ? random.Next(min, max + 1) : min;
|
||||
}
|
||||
|
||||
public static int ResolveComponentSalePrice(TowerCompItemData component, IDataTable<DRShopPrice> shopPriceTable = null)
|
||||
{
|
||||
if (component == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return ResolveBasePrice(component.Rarity, shopPriceTable);
|
||||
}
|
||||
|
||||
public static bool TryResolveTowerSalePrice(
|
||||
TowerItemData tower,
|
||||
BackpackInventoryData inventory,
|
||||
out int price,
|
||||
IDataTable<DRShopPrice> shopPriceTable = null)
|
||||
{
|
||||
price = 0;
|
||||
if (tower == null || inventory == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!TryGetComponentById(inventory.MuzzleComponents, tower.MuzzleComponentInstanceId, out MuzzleCompItemData muzzleComp) ||
|
||||
!TryGetComponentById(inventory.BearingComponents, tower.BearingComponentInstanceId, out BearingCompItemData bearingComp) ||
|
||||
!TryGetComponentById(inventory.BaseComponents, tower.BaseComponentInstanceId, out BaseCompItemData baseComp))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
price = ResolveComponentSalePrice(muzzleComp, shopPriceTable) +
|
||||
ResolveComponentSalePrice(bearingComp, shopPriceTable) +
|
||||
ResolveComponentSalePrice(baseComp, shopPriceTable);
|
||||
return price > 0;
|
||||
}
|
||||
|
||||
public static int ResolveBasePrice(RarityType rarity, IDataTable<DRShopPrice> shopPriceTable = null)
|
||||
{
|
||||
IDataTable<DRShopPrice> resolvedTable = shopPriceTable ?? GameEntry.DataTable.GetDataTable<DRShopPrice>();
|
||||
if (resolvedTable == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
DRShopPrice[] rows = resolvedTable.GetAllDataRows();
|
||||
if (!TryFindPriceRow(rows, rarity, out DRShopPrice row) || row == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int min = Mathf.Max(0, row.MinPrice);
|
||||
int max = Mathf.Max(min, row.MaxPrice);
|
||||
return Mathf.RoundToInt((min + max) * 0.5f);
|
||||
}
|
||||
|
||||
private static bool TryFindPriceRow(IReadOnlyList<DRShopPrice> rows, RarityType rarity, out DRShopPrice result)
|
||||
{
|
||||
result = null;
|
||||
if (rows == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < rows.Count; i++)
|
||||
{
|
||||
DRShopPrice row = rows[i];
|
||||
if (row != null && row.Rarity == rarity)
|
||||
{
|
||||
result = row;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryGetComponentById<TComp>(IReadOnlyList<TComp> components, long instanceId, out TComp result)
|
||||
where TComp : TowerCompItemData
|
||||
{
|
||||
result = null;
|
||||
if (components == null || instanceId <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < components.Count; i++)
|
||||
{
|
||||
TComp component = components[i];
|
||||
if (component != null && component.InstanceId == instanceId)
|
||||
{
|
||||
result = component;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class TowerComposedIconCacheUtility
|
||||
{
|
||||
private const string MuzzleAssetName = "Muzzle";
|
||||
private const string BearingAssetName = "Bearing";
|
||||
private const string BaseAssetName = "Base";
|
||||
|
||||
private static Sprite _muzzleSprite;
|
||||
private static Sprite _bearingSprite;
|
||||
private static Sprite _baseSprite;
|
||||
private static bool s_RequestedMuzzle;
|
||||
private static bool s_RequestedBearing;
|
||||
private static bool s_RequestedBase;
|
||||
|
||||
public static Sprite ResolveTowerIconSprite(
|
||||
TowerItemData tower,
|
||||
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
|
||||
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
|
||||
IReadOnlyDictionary<long, BaseCompItemData> baseMap)
|
||||
{
|
||||
if (tower == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!TryGetComponents(tower, muzzleMap, bearingMap, baseMap,
|
||||
out MuzzleCompItemData muzzleComp,
|
||||
out BearingCompItemData bearingComp,
|
||||
out BaseCompItemData baseComp))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Color muzzleColor = IconColorGenerator.GenerateForComponent(muzzleComp);
|
||||
Color bearingColor = IconColorGenerator.GenerateForComponent(bearingComp);
|
||||
Color baseColor = IconColorGenerator.GenerateForComponent(baseComp);
|
||||
|
||||
string cacheKey = TowerIconComposeUtility.BuildCacheKey(
|
||||
tower.MuzzleComponentInstanceId,
|
||||
tower.BearingComponentInstanceId,
|
||||
tower.BaseComponentInstanceId,
|
||||
muzzleColor,
|
||||
bearingColor,
|
||||
baseColor);
|
||||
|
||||
if (tower.ComposedIconSprite != null && string.Equals(tower.ComposedIconKey, cacheKey))
|
||||
{
|
||||
return tower.ComposedIconSprite;
|
||||
}
|
||||
|
||||
EnsureBaseSpritesRequested();
|
||||
if (_muzzleSprite == null || _bearingSprite == null || _baseSprite == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Sprite composedSprite = TowerIconComposeUtility.Compose(
|
||||
_muzzleSprite,
|
||||
muzzleColor,
|
||||
_bearingSprite,
|
||||
bearingColor,
|
||||
_baseSprite,
|
||||
baseColor);
|
||||
|
||||
if (composedSprite == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
tower.ComposedIconSprite = composedSprite;
|
||||
tower.ComposedIconKey = cacheKey;
|
||||
return composedSprite;
|
||||
}
|
||||
|
||||
private static bool TryGetComponents(
|
||||
TowerItemData tower,
|
||||
IReadOnlyDictionary<long, MuzzleCompItemData> muzzleMap,
|
||||
IReadOnlyDictionary<long, BearingCompItemData> bearingMap,
|
||||
IReadOnlyDictionary<long, BaseCompItemData> baseMap,
|
||||
out MuzzleCompItemData muzzleComp,
|
||||
out BearingCompItemData bearingComp,
|
||||
out BaseCompItemData baseComp)
|
||||
{
|
||||
muzzleComp = null;
|
||||
bearingComp = null;
|
||||
baseComp = null;
|
||||
|
||||
if (tower == null || muzzleMap == null || bearingMap == null || baseMap == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return muzzleMap.TryGetValue(tower.MuzzleComponentInstanceId, out muzzleComp) &&
|
||||
bearingMap.TryGetValue(tower.BearingComponentInstanceId, out bearingComp) &&
|
||||
baseMap.TryGetValue(tower.BaseComponentInstanceId, out baseComp) &&
|
||||
muzzleComp != null && bearingComp != null && baseComp != null;
|
||||
}
|
||||
|
||||
private static void EnsureBaseSpritesRequested()
|
||||
{
|
||||
if (GameEntry.SpriteCache == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!s_RequestedMuzzle)
|
||||
{
|
||||
s_RequestedMuzzle = true;
|
||||
GameEntry.SpriteCache.GetSprite(MuzzleAssetName, sprite => { _muzzleSprite = sprite; });
|
||||
}
|
||||
|
||||
if (!s_RequestedBearing)
|
||||
{
|
||||
s_RequestedBearing = true;
|
||||
GameEntry.SpriteCache.GetSprite(BearingAssetName, sprite => { _bearingSprite = sprite; });
|
||||
}
|
||||
|
||||
if (!s_RequestedBase)
|
||||
{
|
||||
s_RequestedBase = true;
|
||||
GameEntry.SpriteCache.GetSprite(BaseAssetName, sprite => { _baseSprite = sprite; });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,148 @@
|
||||
using System;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class TowerIconComposeUtility
|
||||
{
|
||||
public static Sprite Compose(
|
||||
Sprite muzzleSprite,
|
||||
Color muzzleColor,
|
||||
Sprite bearingSprite,
|
||||
Color bearingColor,
|
||||
Sprite baseSprite,
|
||||
Color baseColor)
|
||||
{
|
||||
if (muzzleSprite == null || bearingSprite == null || baseSprite == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Sprite referenceSprite = muzzleSprite ?? bearingSprite ?? baseSprite;
|
||||
if (referenceSprite == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int width = Mathf.RoundToInt(referenceSprite.rect.width);
|
||||
int height = Mathf.RoundToInt(referenceSprite.rect.height);
|
||||
if (width <= 0 || height <= 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return ComposeWithRenderTexture(
|
||||
muzzleSprite,
|
||||
muzzleColor,
|
||||
bearingSprite,
|
||||
bearingColor,
|
||||
baseSprite,
|
||||
baseColor,
|
||||
width,
|
||||
height,
|
||||
referenceSprite);
|
||||
}
|
||||
|
||||
public static string BuildCacheKey(
|
||||
long muzzleId,
|
||||
long bearingId,
|
||||
long baseId,
|
||||
Color muzzleColor,
|
||||
Color bearingColor,
|
||||
Color baseColor)
|
||||
{
|
||||
return string.Format(
|
||||
CultureInfo.InvariantCulture,
|
||||
"v2|{0}|{1}|{2}|{3}|{4}|{5}",
|
||||
muzzleId,
|
||||
bearingId,
|
||||
baseId,
|
||||
ToColorKey(muzzleColor),
|
||||
ToColorKey(bearingColor),
|
||||
ToColorKey(baseColor));
|
||||
}
|
||||
|
||||
private static Sprite ComposeWithRenderTexture(
|
||||
Sprite muzzleSprite,
|
||||
Color muzzleColor,
|
||||
Sprite bearingSprite,
|
||||
Color bearingColor,
|
||||
Sprite baseSprite,
|
||||
Color baseColor,
|
||||
int width,
|
||||
int height,
|
||||
Sprite referenceSprite)
|
||||
{
|
||||
RenderTexture rt = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32);
|
||||
RenderTexture previous = RenderTexture.active;
|
||||
try
|
||||
{
|
||||
RenderTexture.active = rt;
|
||||
GL.PushMatrix();
|
||||
GL.LoadPixelMatrix(0f, width, 0f, height);
|
||||
GL.Clear(true, true, Color.clear);
|
||||
|
||||
DrawSpriteToRenderTarget(baseSprite, baseColor, width, height);
|
||||
DrawSpriteToRenderTarget(bearingSprite, bearingColor, width, height);
|
||||
DrawSpriteToRenderTarget(muzzleSprite, muzzleColor, width, height);
|
||||
|
||||
GL.PopMatrix();
|
||||
|
||||
Texture2D composedTexture = new Texture2D(width, height, TextureFormat.RGBA32, false);
|
||||
composedTexture.ReadPixels(new Rect(0f, 0f, width, height), 0, 0);
|
||||
composedTexture.Apply(false, false);
|
||||
return CreateSprite(composedTexture, referenceSprite);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
finally
|
||||
{
|
||||
RenderTexture.active = previous;
|
||||
RenderTexture.ReleaseTemporary(rt);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawSpriteToRenderTarget(Sprite sprite, Color color, int width, int height)
|
||||
{
|
||||
if (sprite == null || sprite.texture == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Rect textureRect = sprite.textureRect;
|
||||
Texture texture = sprite.texture;
|
||||
Rect uvRect = new Rect(
|
||||
textureRect.x / texture.width,
|
||||
textureRect.y / texture.height,
|
||||
textureRect.width / texture.width,
|
||||
textureRect.height / texture.height);
|
||||
|
||||
Graphics.DrawTexture(new Rect(0f, 0f, width, height), texture, uvRect, 0, 0, 0, 0, color);
|
||||
}
|
||||
|
||||
private static Sprite CreateSprite(Texture2D texture, Sprite referenceSprite)
|
||||
{
|
||||
if (texture == null || referenceSprite == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
float width = Mathf.Max(1f, referenceSprite.rect.width);
|
||||
float height = Mathf.Max(1f, referenceSprite.rect.height);
|
||||
Vector2 pivot = new Vector2(referenceSprite.pivot.x / width, referenceSprite.pivot.y / height);
|
||||
return Sprite.Create(texture, new Rect(0f, 0f, texture.width, texture.height), pivot, referenceSprite.pixelsPerUnit);
|
||||
}
|
||||
|
||||
private static string ToColorKey(Color color)
|
||||
{
|
||||
Color32 c = color;
|
||||
return c.r.ToString("X2", CultureInfo.InvariantCulture) +
|
||||
c.g.ToString("X2", CultureInfo.InvariantCulture) +
|
||||
c.b.ToString("X2", CultureInfo.InvariantCulture) +
|
||||
c.a.ToString("X2", CultureInfo.InvariantCulture);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
|
||||
namespace GeometryTD.CustomUtility
|
||||
{
|
||||
public static class WebUtility
|
||||
{
|
||||
public static string EscapeString(string stringToEscape)
|
||||
{
|
||||
return Uri.EscapeDataString(stringToEscape);
|
||||
}
|
||||
|
||||
public static string UnescapeString(string stringToUnescape)
|
||||
{
|
||||
return Uri.UnescapeDataString(stringToUnescape);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user