RunNode 接入游戏主流程

- NodeMapForm:节点地图
    - NodeItem:节点入口
This commit is contained in:
SepComet
2026-03-08 11:27:51 +08:00
parent c81bf97903
commit 5c6f9bf3a4
94 changed files with 6145 additions and 651 deletions
@@ -0,0 +1,16 @@
using GeometryTD.Procedure;
namespace GeometryTD.UI
{
public sealed class NodeItemContext : UIContext
{
public int NodeId;
public int SequenceIndex;
public RunNodeType NodeType;
public bool IsLocked;
public bool IsCurrent;
public bool IsCompleted;
public bool IsFailed;
public bool CanClick;
}
}
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@@ -0,0 +1,11 @@
namespace GeometryTD.UI
{
public sealed class NodeMapFormContext : UIContext
{
public string Title;
public string ProgressText;
public string CurrentNodeText;
public bool IsRunCompleted;
public NodeItemContext[] NodeItems;
}
}
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@@ -0,0 +1,162 @@
using GeometryTD.CustomEvent;
using GeometryTD.Definition;
using GeometryTD.Procedure;
using GameFramework.Event;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public sealed class NodeMapFormController : UIFormControllerCommonBase<NodeMapFormContext, NodeMapForm>
{
private NodeMapFormUseCase _useCase;
protected override UIFormType UIFormTypeId => UIFormType.NodeMapForm;
protected override void RefreshUI(NodeMapForm form, NodeMapFormContext context)
{
form.RefreshUI(context);
}
protected override void SubscribeCustomEvents()
{
GameEntry.Event.Subscribe(NodeMapNodeClickEventArgs.EventId, OnNodeClicked);
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.Event.Unsubscribe(NodeMapNodeClickEventArgs.EventId, OnNodeClicked);
}
public override int? OpenUI(object userData = null)
{
if (userData is NodeMapFormContext context)
{
return OpenUIInternal(context);
}
if (userData is NodeMapFormRawData rawDataFromUserData)
{
return OpenUI(rawDataFromUserData);
}
if (userData != null)
{
Log.Warning("NodeMapFormController.OpenUI() userData type is invalid.");
return null;
}
if (_useCase == null)
{
Log.Error("NodeMapFormController.OpenUI() useCase is null.");
return null;
}
return OpenUI(_useCase.CreateInitialModel());
}
public int? OpenUI(NodeMapFormRawData rawData)
{
return OpenUIInternal(BuildContext(rawData));
}
public override void BindUseCase(IUIUseCase useCase)
{
if (!(useCase is NodeMapFormUseCase nodeMapFormUseCase))
{
Log.Error("NodeMapFormController.BindUseCase() useCase is invalid.");
return;
}
_useCase = nodeMapFormUseCase;
}
private void OnNodeClicked(object sender, GameEventArgs e)
{
if (!IsEventFromCurrentForm(sender) || !(e is NodeMapNodeClickEventArgs args) || _useCase == null)
{
return;
}
if (!_useCase.TryRequestEnterNode(args.SequenceIndex, out NodeMapNodeRawData selectedNode, out NodeMapFormRawData latestRawData))
{
if (latestRawData != null)
{
SetContext(BuildContext(latestRawData));
RefreshCurrentUI();
}
return;
}
if (latestRawData != null)
{
SetContext(BuildContext(latestRawData));
RefreshCurrentUI();
}
if (Form != null && selectedNode != null)
{
GameEntry.Event.Fire(Form, NodeMapNodeEnterRequestedEventArgs.Create(
selectedNode.RunId,
selectedNode.NodeId,
selectedNode.NodeType,
selectedNode.SequenceIndex));
}
}
private bool IsEventFromCurrentForm(object sender)
{
if (Form == null)
{
return false;
}
if (ReferenceEquals(sender, Form))
{
return true;
}
if (sender is Component component)
{
NodeMapForm ownerForm = component.GetComponentInParent<NodeMapForm>();
return ownerForm == Form;
}
return false;
}
private static NodeMapFormContext BuildContext(NodeMapFormRawData rawData)
{
NodeItemContext[] nodeItemContexts = System.Array.Empty<NodeItemContext>();
if (rawData?.Nodes != null && rawData.Nodes.Count > 0)
{
nodeItemContexts = new NodeItemContext[rawData.Nodes.Count];
for (int i = 0; i < rawData.Nodes.Count; i++)
{
NodeMapNodeRawData node = rawData.Nodes[i];
nodeItemContexts[i] = new NodeItemContext
{
NodeId = node?.NodeId ?? 0,
SequenceIndex = node?.SequenceIndex ?? i,
NodeType = node?.NodeType ?? RunNodeType.None,
IsLocked = node != null && node.Status == RunNodeStatus.Locked,
IsCurrent = node != null && node.IsCurrentNode,
IsCompleted = node != null && node.Status == RunNodeStatus.Completed,
IsFailed = node != null && node.Status == RunNodeStatus.Failed,
CanClick = node != null && node.CanEnter
};
}
}
return new NodeMapFormContext
{
Title = rawData?.Title ?? "节点地图",
ProgressText = rawData?.ProgressText ?? "0 / 0",
CurrentNodeText = rawData?.CurrentNodeText ?? "当前节点: 无",
IsRunCompleted = rawData != null && rawData.IsRunCompleted,
NodeItems = nodeItemContexts
};
}
}
}
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@@ -0,0 +1,28 @@
using System.Collections.Generic;
using GeometryTD.Procedure;
namespace GeometryTD.UI
{
public sealed class NodeMapFormRawData
{
public string RunId;
public string Title;
public string ProgressText;
public string CurrentNodeText;
public bool IsRunCompleted;
public List<NodeMapNodeRawData> Nodes;
}
public sealed class NodeMapNodeRawData
{
public string RunId;
public int NodeId;
public int SequenceIndex;
public RunNodeType NodeType;
public RunNodeStatus Status;
public bool IsCurrentNode;
public bool CanEnter;
public string Title;
public string StatusText;
}
}
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@@ -0,0 +1,156 @@
using System.Collections.Generic;
using GeometryTD.Procedure;
namespace GeometryTD.UI
{
public sealed class NodeMapFormUseCase : IUIUseCase
{
private RunState _runState;
public void SetRunState(RunState runState)
{
_runState = runState;
}
public NodeMapFormRawData CreateInitialModel()
{
return BuildRawData(_runState);
}
public bool TryRequestEnterNode(int sequenceIndex, out NodeMapNodeRawData selectedNode, out NodeMapFormRawData latestRawData)
{
latestRawData = BuildRawData(_runState);
selectedNode = null;
if (_runState == null || _runState.IsCompleted)
{
return false;
}
RunNodeState currentNode = _runState.CurrentNode;
if (currentNode == null || currentNode.SequenceIndex != sequenceIndex || !_runState.CanEnterCurrentNode)
{
return false;
}
RunNodeState targetNode = _runState.GetNodeBySequenceIndex(sequenceIndex);
if (targetNode == null || targetNode.Status != RunNodeStatus.Available)
{
return false;
}
selectedNode = BuildNodeRawData(_runState.RunId, targetNode, currentNode.SequenceIndex);
return selectedNode != null && selectedNode.CanEnter;
}
private static NodeMapFormRawData BuildRawData(RunState runState)
{
if (runState == null)
{
return new NodeMapFormRawData
{
Title = "节点地图",
ProgressText = "0 / 0",
CurrentNodeText = "当前节点: 无",
IsRunCompleted = true,
Nodes = new List<NodeMapNodeRawData>()
};
}
List<NodeMapNodeRawData> nodes = new List<NodeMapNodeRawData>(runState.NodeCount);
int currentSequenceIndex = runState.CurrentNode != null ? runState.CurrentNode.SequenceIndex : -1;
foreach (RunNodeState node in runState.Nodes)
{
NodeMapNodeRawData nodeRawData = BuildNodeRawData(runState.RunId, node, currentSequenceIndex);
if (nodeRawData != null)
{
nodes.Add(nodeRawData);
}
}
string currentNodeText = runState.IsCompleted
? "当前节点: 已完成"
: $"当前节点: {BuildNodeTitle(runState.CurrentNode)}";
return new NodeMapFormRawData
{
RunId = runState.RunId,
Title = "节点地图",
ProgressText = $"{runState.CompletedNodeCount} / {runState.NodeCount}",
CurrentNodeText = currentNodeText,
IsRunCompleted = runState.IsCompleted,
Nodes = nodes
};
}
private static NodeMapNodeRawData BuildNodeRawData(string runId, RunNodeState node, int currentSequenceIndex)
{
if (node == null)
{
return null;
}
bool isCurrentNode = node.SequenceIndex == currentSequenceIndex;
bool canEnter = isCurrentNode && node.Status == RunNodeStatus.Available;
return new NodeMapNodeRawData
{
RunId = runId,
NodeId = node.NodeId,
SequenceIndex = node.SequenceIndex,
NodeType = node.NodeType,
Status = node.Status,
IsCurrentNode = isCurrentNode,
CanEnter = canEnter,
Title = BuildNodeTitle(node),
StatusText = BuildStatusText(node.Status, canEnter)
};
}
private static string BuildNodeTitle(RunNodeState node)
{
return node == null ? "未知节点" : BuildNodeTitle(node.NodeType);
}
private static string BuildNodeTitle(RunNodeType nodeType)
{
switch (nodeType)
{
case RunNodeType.Combat:
return "战斗";
case RunNodeType.Event:
return "事件";
case RunNodeType.Shop:
return "商店";
case RunNodeType.BossCombat:
return "Boss";
default:
return "未知节点";
}
}
private static string BuildStatusText(RunNodeStatus status, bool canEnter)
{
if (canEnter)
{
return "当前";
}
switch (status)
{
case RunNodeStatus.Locked:
return "未解锁";
case RunNodeStatus.Available:
return "可进入";
case RunNodeStatus.Completed:
return "已完成";
case RunNodeStatus.Failed:
return "失败";
case RunNodeStatus.Skipped:
return "跳过";
default:
return string.Empty;
}
}
}
}
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@@ -0,0 +1,121 @@
using UnityEngine;
using UnityEngine.UI;
using GeometryTD.CustomEvent;
using GeometryTD.Procedure;
namespace GeometryTD.UI
{
public class NodeItem : MonoBehaviour
{
private const string CombatIconAssetName = "Combat";
private const string EventIconAssetName = "Event";
private const string ShopIconAssetName = "Shop";
private const string BossIconAssetName = "BossCombat";
[SerializeField] private Image _icon;
[SerializeField] private Image _bg;
[SerializeField] private CommonButton _button;
[SerializeField] private Color _lockedColor = Color.gray;
[SerializeField] private Color _activeColor = Color.cyan;
[SerializeField] private Color _passedColor = Color.green;
[SerializeField] private Color _failedColor = Color.red;
[SerializeField] private Color _defaultIconColor = Color.white;
[SerializeField] private Color _lockedIconColor = Color.gray;
private NodeItemContext _context;
private string _requestedIconAssetName;
public void RefreshUI(NodeItemContext context)
{
_context = context;
if (_button != null)
{
_button.Interactive = context != null && context.CanClick;
}
Color targetColor = _lockedColor;
if (context == null)
{
targetColor = _lockedColor;
}
else if (context.IsCompleted)
{
targetColor = _passedColor;
}
else if (context.IsFailed)
{
targetColor = _failedColor;
}
else if (context.IsCurrent)
{
targetColor = _activeColor;
}
if (_bg != null)
{
_bg.color = targetColor;
}
if (_icon != null)
{
RefreshIcon(context != null ? context.NodeType : RunNodeType.None);
_icon.color = context != null && !context.IsLocked ? _defaultIconColor : _lockedIconColor;
}
}
public void OnClick()
{
if (_context == null || !_context.CanClick)
{
return;
}
GameEntry.Event.Fire(this, NodeMapNodeClickEventArgs.Create(_context.SequenceIndex));
}
private void RefreshIcon(RunNodeType nodeType)
{
if (_icon == null)
{
return;
}
string assetName = ResolveIconAssetName(nodeType);
_requestedIconAssetName = assetName;
if (string.IsNullOrWhiteSpace(assetName) || GameEntry.SpriteCache == null)
{
_icon.sprite = null;
return;
}
GameEntry.SpriteCache.GetSprite(assetName, sprite =>
{
if (_icon == null || _requestedIconAssetName != assetName)
{
return;
}
_icon.sprite = sprite;
});
}
private static string ResolveIconAssetName(RunNodeType nodeType)
{
switch (nodeType)
{
case RunNodeType.Combat:
return CombatIconAssetName;
case RunNodeType.Event:
return EventIconAssetName;
case RunNodeType.Shop:
return ShopIconAssetName;
case RunNodeType.BossCombat:
return BossIconAssetName;
default:
return null;
}
}
}
}
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@@ -0,0 +1,89 @@
using TMPro;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.UI
{
public class NodeMapForm : UGuiForm
{
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _progressText;
[SerializeField] private TMP_Text _currentNodeText;
[SerializeField] private NodeItem[] _nodeItems;
private NodeMapFormContext _context;
public void RefreshUI(NodeMapFormContext context)
{
_context = context;
if (_titleText != null)
{
_titleText.text = context?.Title ?? string.Empty;
}
if (_progressText != null)
{
_progressText.text = context?.ProgressText ?? string.Empty;
}
if (_currentNodeText != null)
{
_currentNodeText.text = context?.CurrentNodeText ?? string.Empty;
}
if (_nodeItems == null)
{
return;
}
for (int i = 0; i < _nodeItems.Length; i++)
{
NodeItemContext itemContext =
context?.NodeItems != null && i < context.NodeItems.Length ? context.NodeItems[i] : null;
_nodeItems[i]?.RefreshUI(itemContext);
}
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
if (userData is NodeMapFormContext context)
{
RefreshUI(context);
return;
}
Log.Warning("NodeMapForm requires NodeMapFormContext as userData.");
}
protected override void OnClose(bool isShutdown, object userData)
{
_context = null;
if (_titleText != null)
{
_titleText.text = string.Empty;
}
if (_progressText != null)
{
_progressText.text = string.Empty;
}
if (_currentNodeText != null)
{
_currentNodeText.text = string.Empty;
}
if (_nodeItems != null)
{
for (int i = 0; i < _nodeItems.Length; i++)
{
_nodeItems[i]?.RefreshUI(null);
}
}
base.OnClose(isShutdown, userData);
}
}
}
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