文件迁移
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@@ -8,9 +8,7 @@ namespace GeometryTD.UI
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public class CombatFinishFormUseCase : IUIUseCase
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{
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private CombatScheduler _combatScheduler;
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private int _defeatedEnemyCount;
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private int _gainedGold;
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private BackpackInventoryData _rewardInventory;
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private CombatSettlementContext _settlementContext;
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private bool _isSummaryPrepared;
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public CombatFinishFormRawData CreateInitialModel()
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@@ -23,11 +21,9 @@ namespace GeometryTD.UI
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return BuildModel();
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}
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public void SetSummary(int defeatedEnemyCount, int gainedGold, BackpackInventoryData rewardInventory = null)
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internal void SetSummary(CombatSettlementContext settlementContext)
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{
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_defeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount);
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_gainedGold = Mathf.Max(0, gainedGold);
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_rewardInventory = rewardInventory;
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_settlementContext = settlementContext;
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_isSummaryPrepared = true;
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}
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@@ -45,12 +41,10 @@ namespace GeometryTD.UI
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{
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if (!_isSummaryPrepared)
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{
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_defeatedEnemyCount = 0;
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_gainedGold = 0;
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_rewardInventory = null;
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_settlementContext = null;
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}
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BackpackInventoryData rewardInventory = _rewardInventory;
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BackpackInventoryData rewardInventory = _settlementContext?.RewardInventory;
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if (rewardInventory == null)
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{
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rewardInventory = InventorySeedUtility.CreateSampleInventory();
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@@ -58,8 +52,8 @@ namespace GeometryTD.UI
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return new CombatFinishFormRawData
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{
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DefeatedEnemyCount = _defeatedEnemyCount,
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GainedGold = _gainedGold,
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DefeatedEnemyCount = Mathf.Max(0, _settlementContext?.DefeatedEnemyCount ?? 0),
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GainedGold = Mathf.Max(0, _settlementContext?.GainedGold ?? 0),
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RewardInventory = rewardInventory,
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CanReturn = true
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};
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