RunNode 接入游戏主流程
- NodeMapForm:节点地图
- NodeItem:节点入口
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using System.Collections.Generic;
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using GeometryTD.Procedure;
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namespace GeometryTD.UI
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{
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public sealed class NodeMapFormUseCase : IUIUseCase
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{
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private RunState _runState;
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public void SetRunState(RunState runState)
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{
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_runState = runState;
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}
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public NodeMapFormRawData CreateInitialModel()
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{
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return BuildRawData(_runState);
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}
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public bool TryRequestEnterNode(int sequenceIndex, out NodeMapNodeRawData selectedNode, out NodeMapFormRawData latestRawData)
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{
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latestRawData = BuildRawData(_runState);
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selectedNode = null;
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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.SequenceIndex != sequenceIndex || !_runState.CanEnterCurrentNode)
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{
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return false;
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}
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RunNodeState targetNode = _runState.GetNodeBySequenceIndex(sequenceIndex);
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if (targetNode == null || targetNode.Status != RunNodeStatus.Available)
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{
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return false;
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}
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selectedNode = BuildNodeRawData(_runState.RunId, targetNode, currentNode.SequenceIndex);
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return selectedNode != null && selectedNode.CanEnter;
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}
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private static NodeMapFormRawData BuildRawData(RunState runState)
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{
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if (runState == null)
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{
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return new NodeMapFormRawData
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{
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Title = "节点地图",
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ProgressText = "0 / 0",
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CurrentNodeText = "当前节点: 无",
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IsRunCompleted = true,
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Nodes = new List<NodeMapNodeRawData>()
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};
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}
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List<NodeMapNodeRawData> nodes = new List<NodeMapNodeRawData>(runState.NodeCount);
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int currentSequenceIndex = runState.CurrentNode != null ? runState.CurrentNode.SequenceIndex : -1;
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foreach (RunNodeState node in runState.Nodes)
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{
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NodeMapNodeRawData nodeRawData = BuildNodeRawData(runState.RunId, node, currentSequenceIndex);
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if (nodeRawData != null)
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{
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nodes.Add(nodeRawData);
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}
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}
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string currentNodeText = runState.IsCompleted
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? "当前节点: 已完成"
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: $"当前节点: {BuildNodeTitle(runState.CurrentNode)}";
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return new NodeMapFormRawData
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{
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RunId = runState.RunId,
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Title = "节点地图",
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ProgressText = $"{runState.CompletedNodeCount} / {runState.NodeCount}",
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CurrentNodeText = currentNodeText,
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IsRunCompleted = runState.IsCompleted,
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Nodes = nodes
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};
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}
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private static NodeMapNodeRawData BuildNodeRawData(string runId, RunNodeState node, int currentSequenceIndex)
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{
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if (node == null)
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{
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return null;
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}
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bool isCurrentNode = node.SequenceIndex == currentSequenceIndex;
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bool canEnter = isCurrentNode && node.Status == RunNodeStatus.Available;
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return new NodeMapNodeRawData
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{
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RunId = runId,
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NodeId = node.NodeId,
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SequenceIndex = node.SequenceIndex,
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NodeType = node.NodeType,
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Status = node.Status,
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IsCurrentNode = isCurrentNode,
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CanEnter = canEnter,
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Title = BuildNodeTitle(node),
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StatusText = BuildStatusText(node.Status, canEnter)
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};
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}
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private static string BuildNodeTitle(RunNodeState node)
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{
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return node == null ? "未知节点" : BuildNodeTitle(node.NodeType);
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}
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private static string BuildNodeTitle(RunNodeType nodeType)
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{
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switch (nodeType)
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{
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case RunNodeType.Combat:
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return "战斗";
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case RunNodeType.Event:
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return "事件";
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case RunNodeType.Shop:
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return "商店";
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case RunNodeType.BossCombat:
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return "Boss";
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default:
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return "未知节点";
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}
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}
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private static string BuildStatusText(RunNodeStatus status, bool canEnter)
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{
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if (canEnter)
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{
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return "当前";
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}
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switch (status)
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{
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case RunNodeStatus.Locked:
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return "未解锁";
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case RunNodeStatus.Available:
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return "可进入";
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case RunNodeStatus.Completed:
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return "已完成";
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case RunNodeStatus.Failed:
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return "失败";
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case RunNodeStatus.Skipped:
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return "跳过";
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default:
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return string.Empty;
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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: e35c4c20ae9d48a4c8e9878e79b7d346
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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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