实现单局 Run 模型的基础落地
- 核心改动在 RunModel.cs、RunStateFactory.cs 和 RunStateAdvanceService.cs。现在项目里有了 RunNodeType / RunNodeStatus / RunNodeSeed / RunNodeState / RunState,并支持用预置节点序列创建 Run,以及在节点完成后推进、更新局内库存快照、标记通关或失败。 - 库存边界也补上了。PlayerInventoryComponent.cs 新增了 ReplaceInventorySnapshot(...),底层通过 PlayerInventoryStateStore.cs 重建工作副本,避免后续把 Run 真值硬塞回 PlayerInventory 内部状态。 - 节点事件载体已经扩展为可承载 Run 上下文,同时保留原来的无参 Create() 以兼容现有调用点。相关改动在 NodeEnterEventArgs.cs 和 NodeCompleteEventArgs.cs。 - 我还补了纯模型编辑器测试,覆盖 Run 创建、节点推进、失败标记和事件快照克隆,文件在 RunStateTests.cs。
This commit is contained in:
@@ -45,6 +45,12 @@ namespace GeometryTD.CustomComponent
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return _queryModel.GetSnapshot();
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}
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public void ReplaceInventorySnapshot(BackpackInventoryData inventorySnapshot)
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{
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EnsureServices();
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_commandModel.ReplaceInventorySnapshot(inventorySnapshot, MaxParticipantTowerCount);
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}
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public IReadOnlyList<TowerItemData> GetParticipantTowerSnapshot()
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{
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EnsureInitialized();
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@@ -89,6 +89,11 @@ namespace GeometryTD.CustomComponent
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_state.IsInitialized = true;
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}
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public void ReplaceInventorySnapshot(BackpackInventoryData sourceInventory, int maxParticipantTowerCount)
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{
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Initialize(sourceInventory, maxParticipantTowerCount);
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}
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public PlayerInventoryMergeSummary MergeInventory(BackpackInventoryData gainedInventory)
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{
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PlayerInventoryMergeSummary summary = default;
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@@ -1,5 +1,8 @@
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using GameFramework;
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using GameFramework.Event;
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using GeometryTD.CustomUtility;
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using GeometryTD.Definition;
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using GeometryTD.Procedure;
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namespace GeometryTD.CustomEvent
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{
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@@ -9,19 +12,49 @@ namespace GeometryTD.CustomEvent
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public override int Id => EventId;
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public string RunId { get; private set; }
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public int NodeId { get; private set; }
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public RunNodeType NodeType { get; private set; }
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public bool Succeeded { get; private set; }
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public BackpackInventoryData InventorySnapshotAfterNode { get; private set; }
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public NodeCompleteEventArgs()
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{
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}
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public static NodeCompleteEventArgs Create()
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{
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return Create(null, 0, RunNodeType.None, true, null);
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}
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public static NodeCompleteEventArgs Create(
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string runId,
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int nodeId,
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RunNodeType nodeType,
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bool succeeded,
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BackpackInventoryData inventorySnapshotAfterNode)
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{
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var args = ReferencePool.Acquire<NodeCompleteEventArgs>();
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args.RunId = runId;
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args.NodeId = nodeId;
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args.NodeType = nodeType;
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args.Succeeded = succeeded;
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args.InventorySnapshotAfterNode = InventoryCloneUtility.CloneInventory(inventorySnapshotAfterNode);
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return args;
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}
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public override void Clear()
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{
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RunId = null;
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NodeId = 0;
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NodeType = RunNodeType.None;
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Succeeded = false;
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InventorySnapshotAfterNode = null;
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using GameFramework;
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using GameFramework.Event;
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using GeometryTD.Procedure;
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namespace GeometryTD.CustomEvent
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{
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@@ -9,19 +10,40 @@ namespace GeometryTD.CustomEvent
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public override int Id => EventId;
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public string RunId { get; private set; }
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public int NodeId { get; private set; }
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public RunNodeType NodeType { get; private set; }
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public int SequenceIndex { get; private set; }
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public NodeEnterEventArgs()
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{
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}
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public static NodeEnterEventArgs Create()
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{
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return Create(null, 0, RunNodeType.None, -1);
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}
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public static NodeEnterEventArgs Create(string runId, int nodeId, RunNodeType nodeType, int sequenceIndex)
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{
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var args = ReferencePool.Acquire<NodeEnterEventArgs>();
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args.RunId = runId;
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args.NodeId = nodeId;
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args.NodeType = nodeType;
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args.SequenceIndex = sequenceIndex;
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return args;
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}
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public override void Clear()
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{
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RunId = null;
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NodeId = 0;
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NodeType = RunNodeType.None;
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SequenceIndex = -1;
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}
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}
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}
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}
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@@ -0,0 +1,128 @@
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using System;
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using System.Collections.Generic;
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using GeometryTD.CustomUtility;
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using GeometryTD.Definition;
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namespace GeometryTD.Procedure
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{
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public enum RunNodeType
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{
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None = 0,
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Combat = 1,
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Event = 2,
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Shop = 3,
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BossCombat = 4
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}
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public enum RunNodeStatus
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{
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Locked = 0,
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Available = 1,
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Completed = 2,
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Failed = 3,
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Skipped = 4
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}
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[Serializable]
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public sealed class RunNodeSeed
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{
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public int NodeId { get; set; }
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public RunNodeType NodeType { get; set; }
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public LevelThemeType ThemeType { get; set; }
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public int LinkedLevelId { get; set; }
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public int SequenceIndex { get; set; } = -1;
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}
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[Serializable]
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public sealed class RunNodeState
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{
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public int NodeId { get; internal set; }
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public RunNodeType NodeType { get; internal set; }
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public LevelThemeType ThemeType { get; internal set; }
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public int LinkedLevelId { get; internal set; }
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public RunNodeStatus Status { get; internal set; }
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public int SequenceIndex { get; internal set; }
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internal RunNodeState Clone()
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{
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return new RunNodeState
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{
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NodeId = NodeId,
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NodeType = NodeType,
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ThemeType = ThemeType,
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LinkedLevelId = LinkedLevelId,
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Status = Status,
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SequenceIndex = SequenceIndex
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};
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}
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}
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[Serializable]
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public sealed class RunState
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{
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private readonly List<RunNodeState> _nodes;
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internal RunState(
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string runId,
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LevelThemeType themeType,
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List<RunNodeState> nodes,
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BackpackInventoryData runInventorySnapshot)
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{
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RunId = string.IsNullOrWhiteSpace(runId) ? Guid.NewGuid().ToString("N") : runId;
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ThemeType = themeType;
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_nodes = nodes ?? new List<RunNodeState>();
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RunInventorySnapshot = InventoryCloneUtility.CloneInventory(runInventorySnapshot);
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CurrentNodeIndex = _nodes.Count > 0 ? 0 : -1;
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IsCompleted = _nodes.Count <= 0;
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}
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public string RunId { get; internal set; }
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public LevelThemeType ThemeType { get; internal set; }
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public int CurrentNodeIndex { get; internal set; }
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public bool IsCompleted { get; internal set; }
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public BackpackInventoryData RunInventorySnapshot { get; internal set; }
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public IReadOnlyList<RunNodeState> Nodes => _nodes;
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public RunNodeState CurrentNode
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{
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get
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{
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if (CurrentNodeIndex < 0 || CurrentNodeIndex >= _nodes.Count)
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{
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return null;
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}
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return _nodes[CurrentNodeIndex];
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}
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}
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public bool CanEnterCurrentNode => !IsCompleted && CurrentNode != null && CurrentNode.Status == RunNodeStatus.Available;
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public int CompletedNodeCount
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{
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get
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{
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int count = 0;
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foreach (var nodeState in _nodes)
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{
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if (nodeState.Status == RunNodeStatus.Completed)
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{
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count++;
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}
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}
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return count;
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}
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}
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internal void ReplaceInventorySnapshot(BackpackInventoryData inventorySnapshot)
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{
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RunInventorySnapshot = InventoryCloneUtility.CloneInventory(inventorySnapshot);
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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: 4de7f8a43a9f4be8b0e1a5d6c7f80911
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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 +1,51 @@
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using GeometryTD.Definition;
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namespace GeometryTD.Procedure
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{
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public static class RunStateAdvanceService
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{
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public static bool TryCompleteCurrentNode(
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RunState runState,
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bool succeeded,
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BackpackInventoryData inventorySnapshotAfterNode)
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{
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if (runState == null || runState.IsCompleted)
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{
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return false;
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}
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RunNodeState currentNode = runState.CurrentNode;
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if (currentNode == null || currentNode.Status != RunNodeStatus.Available)
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{
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return false;
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}
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runState.ReplaceInventorySnapshot(inventorySnapshotAfterNode);
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if (!succeeded)
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{
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currentNode.Status = RunNodeStatus.Failed;
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return true;
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}
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currentNode.Status = RunNodeStatus.Completed;
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int nextIndex = runState.CurrentNodeIndex + 1;
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if (nextIndex >= runState.Nodes.Count)
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{
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runState.CurrentNodeIndex = runState.Nodes.Count;
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runState.IsCompleted = true;
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return true;
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}
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runState.CurrentNodeIndex = nextIndex;
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RunNodeState nextNode = runState.CurrentNode;
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if (nextNode != null && nextNode.Status == RunNodeStatus.Locked)
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{
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nextNode.Status = RunNodeStatus.Available;
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}
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return true;
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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: 8f1c5db7a94a44b9aa5f7745ca0c2202
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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 +1,41 @@
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using System.Collections.Generic;
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using GeometryTD.Definition;
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namespace GeometryTD.Procedure
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{
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public static class RunStateFactory
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{
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public static RunState Create(
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LevelThemeType themeType,
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BackpackInventoryData initialInventorySnapshot,
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IEnumerable<RunNodeSeed> nodeSeeds,
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string runId = null)
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{
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List<RunNodeState> nodes = new List<RunNodeState>();
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if (nodeSeeds != null)
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{
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int sequenceIndex = 0;
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foreach (RunNodeSeed seed in nodeSeeds)
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{
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if (seed == null)
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{
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continue;
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}
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nodes.Add(new RunNodeState
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{
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NodeId = seed.NodeId > 0 ? seed.NodeId : sequenceIndex + 1,
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NodeType = seed.NodeType,
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ThemeType = seed.ThemeType == LevelThemeType.None ? themeType : seed.ThemeType,
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LinkedLevelId = seed.LinkedLevelId,
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SequenceIndex = seed.SequenceIndex >= 0 ? seed.SequenceIndex : sequenceIndex,
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Status = sequenceIndex == 0 ? RunNodeStatus.Available : RunNodeStatus.Locked
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});
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sequenceIndex++;
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}
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}
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return new RunState(runId, themeType, nodes, initialInventorySnapshot);
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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: 9b14d5010eb149678d2f4b269d6b8401
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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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assetBundleVariant:
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||||
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