feat: Introduce new services and refactor existing code for better structure
- Added ISpriteCacheService, IStaticDataService, and ITextService interfaces for improved service management. - Implemented RunContracts for managing run states and node execution contexts. - Created EnemyTagStatusRuntime to handle enemy status effects and their application. - Refactored ShopPriceRuleService to utilize static data service for shop prices. - Enhanced InventoryTowerEnduranceUtility to manage tower endurance reduction. - Updated EventFormUseCase to work with new EventOptionExecutionContext. - Removed unused dictionary loading code from ProcedurePreload. - Cleaned up various utility classes and ensured consistent naming conventions. - Updated tests to reflect changes in context and service usage.
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@@ -1,5 +1,5 @@
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using GeometryTD.Core;
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using GeometryTD.Definition;
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using GeometryTD.Procedure;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.UI
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@@ -7,15 +7,15 @@ namespace GeometryTD.UI
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public class EventFormUseCase : IUIUseCase
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{
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private EventItem _currentEvent;
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private RunNodeExecutionContext _currentContext;
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private EventOptionExecutionContext _currentContext;
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private readonly EventOptionExecutor _executor = new EventOptionExecutor();
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public void BindEvent(
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EventItem eventItem,
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RunNodeExecutionContext context)
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EventOptionExecutionContext context)
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{
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_currentEvent = eventItem;
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_currentContext = context != null ? context.Clone() : null;
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_currentContext = context;
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}
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public void Clear()
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