geometry-tower-defense-base/src-ref/UI/Game/UseCase/EventFormUseCase.cs

107 lines
3.6 KiB
C#

using GeometryTD.Definition;
using GeometryTD.Procedure;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public class EventFormUseCase : IUIUseCase
{
private EventItem _currentEvent;
private RunNodeExecutionContext _currentContext;
private readonly EventOptionExecutor _executor = new EventOptionExecutor();
public void BindEvent(
EventItem eventItem,
RunNodeExecutionContext context)
{
_currentEvent = eventItem;
_currentContext = context != null ? context.Clone() : null;
}
public void Clear()
{
_currentEvent = null;
_currentContext = null;
}
public EventFormRawData CreateInitialModel()
{
if (_currentEvent == null)
{
return null;
}
return new EventFormRawData
{
EventId = _currentEvent.Id,
Title = _currentEvent.Title,
Description = _currentEvent.Description,
OptionItems = BuildOptionItems()
};
}
public bool TrySelectOption(int optionIndex)
{
if (_currentEvent == null || _currentEvent.Options == null)
{
return false;
}
if (optionIndex < 0 || optionIndex >= _currentEvent.Options.Length)
{
Log.Warning("EventFormUseCase.TrySelectOption() option index is invalid: {0}", optionIndex);
return false;
}
BackpackInventoryData workingInventory = GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: new BackpackInventoryData();
EventOptionExecutionResult executionResult = _executor.Execute(
_currentEvent,
optionIndex,
_currentContext,
workingInventory);
if (!executionResult.IsAccepted)
{
Log.Warning(
"EventFormUseCase.TrySelectOption() rejected. EventId={0}, OptionIndex={1}, Reason={2}",
_currentEvent.Id,
optionIndex,
executionResult.FailureReason);
return false;
}
if (GameEntry.PlayerInventory != null)
{
GameEntry.PlayerInventory.ReplaceInventorySnapshot(workingInventory);
}
GameEntry.EventNode.EndEvent();
return true;
}
private EventOptionRawData[] BuildOptionItems()
{
EventOption[] options = _currentEvent.Options ?? System.Array.Empty<EventOption>();
EventOptionRawData[] result = new EventOptionRawData[options.Length];
BackpackInventoryData inventory = GameEntry.PlayerInventory != null
? GameEntry.PlayerInventory.GetInventorySnapshot()
: new BackpackInventoryData();
for (int i = 0; i < options.Length; i++)
{
EventOption option = options[i];
EventOptionAvailability availability = _executor.EvaluateOption(option, inventory);
result[i] = new EventOptionRawData
{
OptionIndex = i,
OptionText = option?.OptionText ?? string.Empty,
IsSelectable = availability.IsSelectable,
BlockedReason = availability.BlockedReason
};
}
return result;
}
}
}