CombatNode 相关逻辑补充
- CombatFinishForm:战斗节点的结算页面(杀死的敌人、获得的金币、获得的道具) - CombatSelectForm:战斗节点建造防御塔的选择 UI 以及对防御塔进行操作的 UI(只实现了建造逻辑,在 MapEntity 里做射线检测) - 构建了基本的防御塔三组件(ShooterMuzzleComp/BasicBearingComp/BasicBaseComp)和防御塔主控(DefenseTowerController)以及相应的实体类(DefenseTowerEntity)
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using GeometryTD.CustomComponent;
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using GeometryTD.Definition;
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using UnityEngine;
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namespace GeometryTD.UI
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{
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public class CombatFinishFormUseCase : IUIUseCase
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{
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private readonly RepoFormUseCase _repoFormUseCase = new RepoFormUseCase();
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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 bool _isSummaryPrepared;
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public CombatFinishFormRawData CreateInitialModel()
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{
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return BuildModel();
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}
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public CombatFinishFormRawData TryRefresh()
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{
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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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{
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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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_isSummaryPrepared = true;
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}
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public CombatFinishFormUseCase(CombatScheduler combatScheduler)
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{
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this._combatScheduler = combatScheduler;
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}
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public bool TryReturnToMenu()
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{
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return _combatScheduler.OnCombatFinishReturnRequested();
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}
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private CombatFinishFormRawData BuildModel()
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{
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if (!_isSummaryPrepared)
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{
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_defeatedEnemyCount = GameEntry.CombatNode != null
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? Mathf.Max(0, GameEntry.CombatNode.LastDefeatedEnemyCount)
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: 0;
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_gainedGold = GameEntry.CombatNode != null
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? Mathf.Max(0, GameEntry.CombatNode.LastGainedGold)
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: 0;
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_rewardInventory = null;
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}
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BackpackInventoryData rewardInventory = _rewardInventory;
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if (rewardInventory == null)
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{
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RepoFormRawData repoRawData = _repoFormUseCase.CreateInitialModel();
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rewardInventory = repoRawData != null ? repoRawData.Inventory : null;
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}
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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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RewardInventory = rewardInventory,
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CanReturn = true
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};
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9e5ee9e49e70480c9f98e6c77eb86f5f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,300 @@
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using System;
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using UnityEngine;
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namespace GeometryTD.UI
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{
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public class CombatSelectFormUseCase : IUIUseCase
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{
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private const int BuildOptionCount = 4;
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private readonly Option[] _buildOptions = new Option[BuildOptionCount];
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private readonly Option _upgradeOption = new Option(CombatSelectActionType.UpgradeTower, 0, true);
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private readonly Option _destroyOption = new Option(CombatSelectActionType.DestroyTower, 0, false);
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private Func<int> _coinProvider;
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private bool _isVisible;
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private CombatSelectDisplayMode _displayMode = CombatSelectDisplayMode.Hidden;
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private Vector2 _contentPosition;
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public CombatSelectFormUseCase()
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{
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_coinProvider = DefaultCoinProvider;
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for (int i = 0; i < BuildOptionCount; i++)
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{
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_buildOptions[i] = new Option(CombatSelectActionType.BuildTower, i, true);
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}
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}
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public CombatSelectFormRawData CreateInitialModel()
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{
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return BuildModel();
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}
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public CombatSelectFormRawData TryRefresh()
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{
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return BuildModel();
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}
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public void SetCoinProvider(Func<int> coinProvider)
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{
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_coinProvider = coinProvider ?? DefaultCoinProvider;
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}
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public void SetBuildAction(int buildIndex, Func<bool> buildAction, int cost, Sprite icon = null)
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{
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if (buildIndex < 0 || buildIndex >= _buildOptions.Length)
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{
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return;
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}
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Option option = _buildOptions[buildIndex];
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option.Action = buildAction;
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option.Price = Mathf.Max(0, cost);
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option.Icon = icon;
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option.IsGain = false;
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option.IsVisible = true;
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}
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public void SetBuildAction(int buildIndex, Action buildAction, int cost, Sprite icon = null)
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{
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if (buildAction == null)
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{
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SetBuildAction(buildIndex, (Func<bool>)null, cost, icon);
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return;
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}
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SetBuildAction(
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buildIndex,
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() =>
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{
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buildAction.Invoke();
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return true;
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},
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cost,
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icon);
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}
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public void SetUpgradeAction(Func<bool> upgradeAction, int cost, Sprite icon = null)
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{
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_upgradeOption.Action = upgradeAction;
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_upgradeOption.Price = Mathf.Max(0, cost);
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_upgradeOption.Icon = icon;
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_upgradeOption.IsGain = false;
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_upgradeOption.IsVisible = true;
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}
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public void SetUpgradeAction(Action upgradeAction, int cost, Sprite icon = null)
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{
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if (upgradeAction == null)
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{
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SetUpgradeAction((Func<bool>)null, cost, icon);
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return;
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}
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SetUpgradeAction(
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() =>
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{
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upgradeAction.Invoke();
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return true;
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},
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cost,
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icon);
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}
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public void SetDestroyAction(Func<bool> destroyAction, int gain, Sprite icon = null)
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{
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_destroyOption.Action = destroyAction;
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_destroyOption.Price = Mathf.Max(0, gain);
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_destroyOption.Icon = icon;
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_destroyOption.IsGain = true;
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_destroyOption.IsVisible = true;
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}
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public void SetDestroyAction(Action destroyAction, int gain, Sprite icon = null)
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{
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if (destroyAction == null)
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{
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SetDestroyAction((Func<bool>)null, gain, icon);
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return;
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}
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SetDestroyAction(
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() =>
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{
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destroyAction.Invoke();
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return true;
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},
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gain,
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icon);
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}
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public void SetUpgradePrice(int cost)
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{
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_upgradeOption.Price = Mathf.Max(0, cost);
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}
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public void SetDestroyGain(int gain)
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{
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_destroyOption.Price = Mathf.Max(0, gain);
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_destroyOption.IsGain = true;
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}
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public void ShowForFoundation(Vector2 contentPosition)
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{
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_contentPosition = contentPosition;
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_displayMode = CombatSelectDisplayMode.Build;
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_isVisible = true;
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}
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public void ShowForTower(Vector2 contentPosition)
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{
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_contentPosition = contentPosition;
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_displayMode = CombatSelectDisplayMode.Func;
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_isVisible = true;
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}
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public void Hide()
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{
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_isVisible = false;
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_displayMode = CombatSelectDisplayMode.Hidden;
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}
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public bool TryExecuteAction(CombatSelectActionType actionType, int actionIndex)
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{
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if (!_isVisible)
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{
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return false;
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}
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Option option = GetOption(actionType, actionIndex);
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if (option == null || !option.IsVisible)
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{
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return false;
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}
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int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
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if (!CanExecute(option, currentCoin))
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{
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return false;
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}
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if (option.Action == null)
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{
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return false;
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}
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bool result = option.Action.Invoke();
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if (result)
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{
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Hide();
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}
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return result;
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}
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private CombatSelectFormRawData BuildModel()
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{
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int currentCoin = Mathf.Max(0, _coinProvider != null ? _coinProvider.Invoke() : 0);
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TowerSelectItemRawData[] buildItems = new TowerSelectItemRawData[_buildOptions.Length];
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for (int i = 0; i < _buildOptions.Length; i++)
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{
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buildItems[i] = BuildOptionRawData(_buildOptions[i], currentCoin);
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}
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return new CombatSelectFormRawData
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{
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IsVisible = _isVisible,
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ContentPosition = _contentPosition,
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DisplayMode = _displayMode,
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BuildItems = buildItems,
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UpgradeItem = BuildOptionRawData(_upgradeOption, currentCoin),
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DestroyItem = BuildOptionRawData(_destroyOption, currentCoin)
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};
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}
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private Option GetOption(CombatSelectActionType actionType, int actionIndex)
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{
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switch (actionType)
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{
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case CombatSelectActionType.BuildTower:
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if (actionIndex < 0 || actionIndex >= _buildOptions.Length)
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{
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return null;
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}
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return _buildOptions[actionIndex];
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case CombatSelectActionType.UpgradeTower:
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return _upgradeOption;
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case CombatSelectActionType.DestroyTower:
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return _destroyOption;
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default:
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return null;
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}
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}
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private static int DefaultCoinProvider()
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{
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if (GameEntry.CombatNode == null)
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{
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return 0;
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}
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return Mathf.Max(0, GameEntry.CombatNode.CurrentCoin);
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}
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private static bool CanExecute(Option option, int currentCoin)
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{
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if (option == null)
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{
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return false;
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}
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if (option.RequiresAffordable && currentCoin < option.Price)
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{
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return false;
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}
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return true;
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}
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private static TowerSelectItemRawData BuildOptionRawData(Option option, int currentCoin)
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{
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if (option == null)
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{
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return null;
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}
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return new TowerSelectItemRawData
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{
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Icon = option.Icon,
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Price = option.Price,
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IsGain = option.IsGain,
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IsVisible = option.IsVisible,
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IsInteractable = option.Action != null && CanExecute(option, currentCoin),
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ActionType = option.ActionType,
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ActionIndex = option.ActionIndex
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};
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}
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private sealed class Option
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{
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public readonly CombatSelectActionType ActionType;
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public readonly int ActionIndex;
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public readonly bool RequiresAffordable;
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public int Price;
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public bool IsGain;
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public bool IsVisible = true;
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public Sprite Icon;
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public Func<bool> Action;
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public Option(CombatSelectActionType actionType, int actionIndex, bool requiresAffordable)
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{
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ActionType = actionType;
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ActionIndex = actionIndex;
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RequiresAffordable = requiresAffordable;
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 040ca52500c562c4d9737d44a8940050
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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