196 lines
6.5 KiB
C#
196 lines
6.5 KiB
C#
// using System.Collections.Generic;
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// using System.Linq;
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// using DataTable;
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// using Definition.DataStruct;
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// using Definition.Enum;
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// using Entity;
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// using Procedure;
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// using UnityEngine;
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// using UnityGameFramework.Runtime;
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// using CustomUtility;
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// using GameFramework.DataTable;
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//
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// namespace UI
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// {
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// internal class LevelUpFormUseCase : IUIUseCase
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// {
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// private const int BaseRefreshPrice = 2;
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// private readonly GameStateLevelUp _gameStateLevelUp;
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// private readonly DRLevelUpReward[] _allRewards;
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// private readonly IDataTable<DRLevelRarity> _levelRarityTable;
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// private readonly Dictionary<ItemRarity, List<DRLevelUpReward>> _rewardsByRarity = new();
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// private readonly List<DRLevelUpReward> _validRewards = new();
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//
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// private int _refreshCount;
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// private LevelUpFormRawData _currentModel;
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//
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// private readonly Player _player;
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//
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// public LevelUpFormUseCase(Player player, GameStateLevelUp gameStateLevelUp)
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// {
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// _player = player;
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// _gameStateLevelUp = gameStateLevelUp;
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// _allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
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// _levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
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//
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// BuildRewardRarityPools();
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// }
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//
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// public LevelUpFormRawData CreateInitialModel(int count = 4)
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// {
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// _refreshCount = 0;
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//
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// if (_gameStateLevelUp == null || _player.PendingLevelPoints <= 0)
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// {
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// _currentModel = null;
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// return null;
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// }
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//
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// _currentModel = BuildModel(BaseRefreshPrice, count);
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// return _currentModel;
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// }
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//
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// public LevelUpFormRawData TryRefresh(int refreshCost, int count = 4)
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// {
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// if (_currentModel == null)
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// {
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// return null;
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// }
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//
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// if (_player == null || _player.Coin < refreshCost)
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// {
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// return null;
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// }
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//
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// _player.Coin -= refreshCost;
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//
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// _refreshCount++;
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// _currentModel = BuildModel((_refreshCount + 1) * BaseRefreshPrice, count);
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// return _currentModel;
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// }
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//
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// public LevelUpFormRawData SelectReward(int selectedIndex, int count = 4)
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// {
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// if (_currentModel?.Rewards == null)
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// {
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// return null;
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// }
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//
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// if (selectedIndex < 0 || selectedIndex >= _currentModel.Rewards.Count)
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// {
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// Log.Warning("LevelUpFormUseCase::SelectReward: Invalid index");
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// return null;
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// }
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//
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// ApplyReward(_currentModel.Rewards[selectedIndex]);
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//
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// if (--_player.PendingLevelPoints > 0)
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// {
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// _refreshCount = 0;
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// _currentModel = BuildModel(BaseRefreshPrice, count);
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// return _currentModel;
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// }
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//
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// _gameStateLevelUp.IsCompleted = true;
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// _currentModel = null;
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// return null;
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// }
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//
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// private LevelUpFormRawData BuildModel(int refreshPrice, int count)
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// {
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// if (_allRewards == null || _allRewards.Length == 0)
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// {
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// Log.Error("LevelUpFormUseCase::BuildModel(): _allRewards is empty");
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// return null;
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// }
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//
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// int finalCount = count > 0 ? System.Math.Min(count, _allRewards.Length) : _allRewards.Length;
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// List<DRLevelUpReward> selections = new List<DRLevelUpReward>(finalCount);
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//
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// int currentLevel = _player != null ? _player.CurrentLevel : 1;
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// for (int i = 0; i < finalCount; i++)
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// {
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// ItemRarity rarity = RarityUtility.SelectRarityForLevel(_levelRarityTable, currentLevel);
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// DRLevelUpReward reward = PickRewardByRarity(rarity);
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// if (reward == null)
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// {
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// Log.Warning("LevelUpFormUseCase::BuildModel(): No available reward for selection.");
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// break;
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// }
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//
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// selections.Add(reward);
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// }
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//
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// return new LevelUpFormRawData
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// {
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// Rewards = selections,
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// RefreshPrice = refreshPrice
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// };
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// }
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//
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// private void ApplyReward(DRLevelUpReward reward)
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// {
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// if (reward == null)
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// {
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// return;
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// }
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//
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// if (_player == null)
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// {
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// Log.Warning("LevelUpFormUseCase::ApplyReward: Player is null");
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// return;
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// }
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//
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// if (reward.Modifiers == null || reward.Modifiers.Length == 0)
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// {
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// Log.Warning("LevelUpFormUseCase::ApplyReward: Reward modifiers are empty");
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// return;
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// }
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//
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// _player.AddProp(new PropItem(reward.Modifiers, reward.Rarity, reward.Title, reward.IconAssetName));
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// }
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//
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// private void BuildRewardRarityPools()
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// {
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// _rewardsByRarity.Clear();
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// _validRewards.Clear();
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//
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// if (_allRewards == null) return;
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//
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// foreach (DRLevelUpReward reward in _allRewards)
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// {
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// if (reward == null)
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// {
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// continue;
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// }
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//
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// ItemRarity rarity = reward.Rarity;
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// _validRewards.Add(reward);
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//
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// if (!_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list))
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// {
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// list = new List<DRLevelUpReward>();
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// _rewardsByRarity.Add(rarity, list);
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// }
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//
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// list.Add(reward);
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// }
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// }
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//
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// private DRLevelUpReward PickRewardByRarity(ItemRarity rarity)
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// {
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// if (_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list) && list.Count > 0)
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// {
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// return list[Random.Range(0, list.Count)];
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// }
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//
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// if (_validRewards.Count > 0)
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// {
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// return _validRewards[Random.Range(0, _validRewards.Count)];
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// }
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//
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// return null;
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// }
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// }
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// }
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