This commit is contained in:
SepComet
2026-03-12 13:33:35 +08:00
parent 99ed963faa
commit 9e59865368
4 changed files with 219 additions and 363 deletions
@@ -1,12 +1,9 @@
using System;
using System.Collections.Generic;
using GameFramework.DataTable;
using GeometryTD.CustomUtility;
using GeometryTD.DataTable;
using GeometryTD.Definition;
using GeometryTD.Factory;
using GeometryTD.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
@@ -20,23 +17,12 @@ namespace GeometryTD.CustomComponent
private IDataTable<DRMuzzleComp> _muzzleCompTable;
private IDataTable<DRBearingComp> _bearingCompTable;
private IDataTable<DRBaseComp> _baseCompTable;
private ShopGoodsBuilder _shopGoodsBuilder;
public List<GoodsItemRawData> BuildShopGoods(int goodsCount, int runSeed = 0, int sequenceIndex = -1)
{
if (goodsCount <= 0)
{
return new List<GoodsItemRawData>();
}
EnsureShopTables();
List<GoodsItemRawData> goodsItems = new(goodsCount);
for (int i = 0; i < goodsCount; i++)
{
goodsItems.Add(BuildShopGoodsItem(i, runSeed, sequenceIndex));
}
return goodsItems;
EnsureShopBuilder();
return _shopGoodsBuilder.BuildGoods(goodsCount, runSeed, sequenceIndex, AllocateTempInstanceId);
}
public EnemyDropResult ResolveEnemyDrop(in EnemyDropContext context)
@@ -94,125 +80,19 @@ namespace GeometryTD.CustomComponent
}
}
private GoodsItemRawData BuildShopGoodsItem(int goodsIndex, int runSeed, int sequenceIndex)
private void EnsureShopBuilder()
{
TowerCompItemData sourceItem = BuildRandomComponentItem(goodsIndex, runSeed, sequenceIndex);
return new GoodsItemRawData
{
GoodsIndex = goodsIndex,
Title = sourceItem.Name,
TypeText = BuildTypeText(sourceItem.SlotType),
Description = BuildDescription(sourceItem),
Price = ResolveRandomPrice(sourceItem.Rarity),
Tags = sourceItem.Tags != null ? (TagType[])sourceItem.Tags.Clone() : Array.Empty<TagType>(),
IconAreaContext = BuildIconAreaContext(sourceItem),
SourceItem = sourceItem,
IsPurchased = false
};
EnsureShopTables();
_shopGoodsBuilder ??= new ShopGoodsBuilder(
_shopPriceRows,
_muzzleCompTable,
_bearingCompTable,
_baseCompTable);
}
private TowerCompItemData BuildRandomComponentItem(int goodsIndex, int runSeed, int sequenceIndex)
private long AllocateTempInstanceId()
{
int slotRoll = UnityEngine.Random.Range(0, 3);
DRShopPrice priceRow = _shopPriceRows[UnityEngine.Random.Range(0, _shopPriceRows.Count)];
RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
priceRow != null ? priceRow.Rarity : RarityType.White);
return slotRoll switch
{
0 => BuildRandomMuzzleItem(rarity, goodsIndex, runSeed, sequenceIndex),
1 => BuildRandomBearingItem(rarity, goodsIndex, runSeed, sequenceIndex),
_ => BuildRandomBaseItem(rarity, goodsIndex, runSeed, sequenceIndex)
};
}
private MuzzleCompItemData BuildRandomMuzzleItem(RarityType rarity, int goodsIndex, int runSeed,
int sequenceIndex)
{
DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
DRMuzzleComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = _nextTempInstanceId++;
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateMuzzle(config, instanceId, rarity, randomContext);
}
private BearingCompItemData BuildRandomBearingItem(RarityType rarity, int goodsIndex, int runSeed,
int sequenceIndex)
{
DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
DRBearingComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = _nextTempInstanceId++;
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateBearing(config, instanceId, rarity, randomContext);
}
private BaseCompItemData BuildRandomBaseItem(RarityType rarity, int goodsIndex, int runSeed, int sequenceIndex)
{
DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
DRBaseComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = _nextTempInstanceId++;
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateBase(config, instanceId, rarity, randomContext);
}
private int ResolveRandomPrice(RarityType rarity)
{
for (int i = 0; i < _shopPriceRows.Count; i++)
{
DRShopPrice row = _shopPriceRows[i];
if (row != null && row.Rarity == rarity)
{
int min = Mathf.Max(0, row.MinPrice);
int max = Mathf.Max(min, row.MaxPrice);
return UnityEngine.Random.Range(min, max + 1);
}
}
return 0;
}
private static IconAreaContext BuildIconAreaContext(TowerCompItemData item)
{
return new IconAreaContext
{
Rarity = item.Rarity,
ComponentSlotType = item.SlotType,
Color = IconColorGenerator.GenerateForComponent(item)
};
}
private static string BuildTypeText(TowerCompSlotType slotType)
{
return slotType switch
{
TowerCompSlotType.Muzzle => "枪口组件",
TowerCompSlotType.Bearing => "轴承组件",
TowerCompSlotType.Base => "底座组件",
_ => "组件"
};
}
private static string BuildDescription(TowerCompItemData item)
{
if (item is MuzzleCompItemData muzzleComp)
{
return ItemDescUtility.BuildMuzzleDesc(muzzleComp);
}
if (item is BearingCompItemData bearingComp)
{
return ItemDescUtility.BuildBearingDesc(bearingComp);
}
if (item is BaseCompItemData baseComp)
{
return ItemDescUtility.BuildBaseDesc(baseComp);
}
return string.Empty;
return _nextTempInstanceId++;
}
}
}
@@ -0,0 +1,193 @@
using System;
using System.Collections.Generic;
using GameFramework.DataTable;
using GeometryTD.CustomUtility;
using GeometryTD.DataTable;
using GeometryTD.Factory;
using GeometryTD.UI;
using UnityEngine;
namespace GeometryTD.Definition
{
public sealed class ShopGoodsBuilder
{
private readonly IReadOnlyList<DRShopPrice> _shopPriceRows;
private readonly IDataTable<DRMuzzleComp> _muzzleCompTable;
private readonly IDataTable<DRBearingComp> _bearingCompTable;
private readonly IDataTable<DRBaseComp> _baseCompTable;
public ShopGoodsBuilder(
IReadOnlyList<DRShopPrice> shopPriceRows,
IDataTable<DRMuzzleComp> muzzleCompTable,
IDataTable<DRBearingComp> bearingCompTable,
IDataTable<DRBaseComp> baseCompTable)
{
_shopPriceRows = shopPriceRows;
_muzzleCompTable = muzzleCompTable;
_bearingCompTable = bearingCompTable;
_baseCompTable = baseCompTable;
}
public List<GoodsItemRawData> BuildGoods(
int goodsCount,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
if (goodsCount <= 0)
{
return new List<GoodsItemRawData>();
}
List<GoodsItemRawData> goodsItems = new(goodsCount);
for (int i = 0; i < goodsCount; i++)
{
goodsItems.Add(BuildGoodsItem(i, runSeed, sequenceIndex, allocateInstanceId));
}
return goodsItems;
}
private GoodsItemRawData BuildGoodsItem(
int goodsIndex,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
TowerCompItemData sourceItem = BuildRandomComponentItem(goodsIndex, runSeed, sequenceIndex, allocateInstanceId);
return new GoodsItemRawData
{
GoodsIndex = goodsIndex,
Title = sourceItem.Name,
TypeText = BuildTypeText(sourceItem.SlotType),
Description = BuildDescription(sourceItem),
Price = ResolveRandomPrice(sourceItem.Rarity),
Tags = sourceItem.Tags != null ? (TagType[])sourceItem.Tags.Clone() : Array.Empty<TagType>(),
IconAreaContext = BuildIconAreaContext(sourceItem),
SourceItem = sourceItem,
IsPurchased = false
};
}
private TowerCompItemData BuildRandomComponentItem(
int goodsIndex,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
int slotRoll = UnityEngine.Random.Range(0, 3);
DRShopPrice priceRow = _shopPriceRows[UnityEngine.Random.Range(0, _shopPriceRows.Count)];
RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
priceRow != null ? priceRow.Rarity : RarityType.White);
return slotRoll switch
{
0 => BuildRandomMuzzleItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId),
1 => BuildRandomBearingItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId),
_ => BuildRandomBaseItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId)
};
}
private MuzzleCompItemData BuildRandomMuzzleItem(
RarityType rarity,
int goodsIndex,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
DRMuzzleComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = allocateInstanceId();
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateMuzzle(config, instanceId, rarity, randomContext);
}
private BearingCompItemData BuildRandomBearingItem(
RarityType rarity,
int goodsIndex,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
DRBearingComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = allocateInstanceId();
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateBearing(config, instanceId, rarity, randomContext);
}
private BaseCompItemData BuildRandomBaseItem(
RarityType rarity,
int goodsIndex,
int runSeed,
int sequenceIndex,
Func<long> allocateInstanceId)
{
DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
DRBaseComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
long instanceId = allocateInstanceId();
InventoryTagRandomContext randomContext =
InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
return ComponentItemFactory.CreateBase(config, instanceId, rarity, randomContext);
}
private int ResolveRandomPrice(RarityType rarity)
{
for (int i = 0; i < _shopPriceRows.Count; i++)
{
DRShopPrice row = _shopPriceRows[i];
if (row != null && row.Rarity == rarity)
{
int min = Mathf.Max(0, row.MinPrice);
int max = Mathf.Max(min, row.MaxPrice);
return UnityEngine.Random.Range(min, max + 1);
}
}
return 0;
}
private static IconAreaContext BuildIconAreaContext(TowerCompItemData item)
{
return new IconAreaContext
{
Rarity = item.Rarity,
ComponentSlotType = item.SlotType,
Color = IconColorGenerator.GenerateForComponent(item)
};
}
private static string BuildTypeText(TowerCompSlotType slotType)
{
return slotType switch
{
TowerCompSlotType.Muzzle => "枪口组件",
TowerCompSlotType.Bearing => "轴承组件",
TowerCompSlotType.Base => "底座组件",
_ => "组件"
};
}
private static string BuildDescription(TowerCompItemData item)
{
if (item is MuzzleCompItemData muzzleComp)
{
return ItemDescUtility.BuildMuzzleDesc(muzzleComp);
}
if (item is BearingCompItemData bearingComp)
{
return ItemDescUtility.BuildBearingDesc(bearingComp);
}
if (item is BaseCompItemData baseComp)
{
return ItemDescUtility.BuildBaseDesc(baseComp);
}
return string.Empty;
}
}
}
@@ -0,0 +1,11 @@
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