G1-04
This commit is contained in:
parent
99ed963faa
commit
9e59865368
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@ -1,12 +1,9 @@
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using System;
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.CustomUtility;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using GeometryTD.Factory;
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using GeometryTD.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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@ -20,23 +17,12 @@ namespace GeometryTD.CustomComponent
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private IDataTable<DRMuzzleComp> _muzzleCompTable;
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private IDataTable<DRBearingComp> _bearingCompTable;
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private IDataTable<DRBaseComp> _baseCompTable;
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private ShopGoodsBuilder _shopGoodsBuilder;
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public List<GoodsItemRawData> BuildShopGoods(int goodsCount, int runSeed = 0, int sequenceIndex = -1)
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{
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if (goodsCount <= 0)
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{
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return new List<GoodsItemRawData>();
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}
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EnsureShopTables();
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List<GoodsItemRawData> goodsItems = new(goodsCount);
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for (int i = 0; i < goodsCount; i++)
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{
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goodsItems.Add(BuildShopGoodsItem(i, runSeed, sequenceIndex));
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}
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return goodsItems;
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EnsureShopBuilder();
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return _shopGoodsBuilder.BuildGoods(goodsCount, runSeed, sequenceIndex, AllocateTempInstanceId);
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}
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public EnemyDropResult ResolveEnemyDrop(in EnemyDropContext context)
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@ -94,125 +80,19 @@ namespace GeometryTD.CustomComponent
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}
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}
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private GoodsItemRawData BuildShopGoodsItem(int goodsIndex, int runSeed, int sequenceIndex)
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private void EnsureShopBuilder()
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{
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TowerCompItemData sourceItem = BuildRandomComponentItem(goodsIndex, runSeed, sequenceIndex);
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return new GoodsItemRawData
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{
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GoodsIndex = goodsIndex,
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Title = sourceItem.Name,
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TypeText = BuildTypeText(sourceItem.SlotType),
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Description = BuildDescription(sourceItem),
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Price = ResolveRandomPrice(sourceItem.Rarity),
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Tags = sourceItem.Tags != null ? (TagType[])sourceItem.Tags.Clone() : Array.Empty<TagType>(),
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IconAreaContext = BuildIconAreaContext(sourceItem),
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SourceItem = sourceItem,
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IsPurchased = false
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};
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EnsureShopTables();
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_shopGoodsBuilder ??= new ShopGoodsBuilder(
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_shopPriceRows,
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_muzzleCompTable,
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_bearingCompTable,
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_baseCompTable);
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}
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private TowerCompItemData BuildRandomComponentItem(int goodsIndex, int runSeed, int sequenceIndex)
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private long AllocateTempInstanceId()
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{
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int slotRoll = UnityEngine.Random.Range(0, 3);
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DRShopPrice priceRow = _shopPriceRows[UnityEngine.Random.Range(0, _shopPriceRows.Count)];
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RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
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priceRow != null ? priceRow.Rarity : RarityType.White);
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return slotRoll switch
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{
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0 => BuildRandomMuzzleItem(rarity, goodsIndex, runSeed, sequenceIndex),
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1 => BuildRandomBearingItem(rarity, goodsIndex, runSeed, sequenceIndex),
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_ => BuildRandomBaseItem(rarity, goodsIndex, runSeed, sequenceIndex)
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};
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}
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private MuzzleCompItemData BuildRandomMuzzleItem(RarityType rarity, int goodsIndex, int runSeed,
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int sequenceIndex)
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{
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DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
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DRMuzzleComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = _nextTempInstanceId++;
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateMuzzle(config, instanceId, rarity, randomContext);
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}
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private BearingCompItemData BuildRandomBearingItem(RarityType rarity, int goodsIndex, int runSeed,
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int sequenceIndex)
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{
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DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
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DRBearingComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = _nextTempInstanceId++;
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateBearing(config, instanceId, rarity, randomContext);
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}
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private BaseCompItemData BuildRandomBaseItem(RarityType rarity, int goodsIndex, int runSeed, int sequenceIndex)
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{
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DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
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DRBaseComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = _nextTempInstanceId++;
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateBase(config, instanceId, rarity, randomContext);
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}
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private int ResolveRandomPrice(RarityType rarity)
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{
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for (int i = 0; i < _shopPriceRows.Count; i++)
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{
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DRShopPrice row = _shopPriceRows[i];
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if (row != null && row.Rarity == rarity)
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{
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int min = Mathf.Max(0, row.MinPrice);
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int max = Mathf.Max(min, row.MaxPrice);
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return UnityEngine.Random.Range(min, max + 1);
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}
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}
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return 0;
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}
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private static IconAreaContext BuildIconAreaContext(TowerCompItemData item)
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{
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return new IconAreaContext
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{
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Rarity = item.Rarity,
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ComponentSlotType = item.SlotType,
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Color = IconColorGenerator.GenerateForComponent(item)
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};
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}
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private static string BuildTypeText(TowerCompSlotType slotType)
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{
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return slotType switch
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{
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TowerCompSlotType.Muzzle => "枪口组件",
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TowerCompSlotType.Bearing => "轴承组件",
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TowerCompSlotType.Base => "底座组件",
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_ => "组件"
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};
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}
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private static string BuildDescription(TowerCompItemData item)
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{
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if (item is MuzzleCompItemData muzzleComp)
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{
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return ItemDescUtility.BuildMuzzleDesc(muzzleComp);
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}
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if (item is BearingCompItemData bearingComp)
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{
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return ItemDescUtility.BuildBearingDesc(bearingComp);
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}
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if (item is BaseCompItemData baseComp)
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{
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return ItemDescUtility.BuildBaseDesc(baseComp);
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}
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return string.Empty;
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return _nextTempInstanceId++;
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}
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}
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}
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@ -0,0 +1,193 @@
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using System;
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.CustomUtility;
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using GeometryTD.DataTable;
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using GeometryTD.Factory;
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using GeometryTD.UI;
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using UnityEngine;
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namespace GeometryTD.Definition
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{
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public sealed class ShopGoodsBuilder
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{
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private readonly IReadOnlyList<DRShopPrice> _shopPriceRows;
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private readonly IDataTable<DRMuzzleComp> _muzzleCompTable;
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private readonly IDataTable<DRBearingComp> _bearingCompTable;
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private readonly IDataTable<DRBaseComp> _baseCompTable;
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public ShopGoodsBuilder(
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IReadOnlyList<DRShopPrice> shopPriceRows,
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IDataTable<DRMuzzleComp> muzzleCompTable,
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IDataTable<DRBearingComp> bearingCompTable,
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IDataTable<DRBaseComp> baseCompTable)
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{
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_shopPriceRows = shopPriceRows;
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_muzzleCompTable = muzzleCompTable;
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_bearingCompTable = bearingCompTable;
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_baseCompTable = baseCompTable;
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}
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public List<GoodsItemRawData> BuildGoods(
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int goodsCount,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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if (goodsCount <= 0)
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{
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return new List<GoodsItemRawData>();
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}
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List<GoodsItemRawData> goodsItems = new(goodsCount);
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for (int i = 0; i < goodsCount; i++)
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{
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goodsItems.Add(BuildGoodsItem(i, runSeed, sequenceIndex, allocateInstanceId));
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}
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return goodsItems;
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}
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private GoodsItemRawData BuildGoodsItem(
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int goodsIndex,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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TowerCompItemData sourceItem = BuildRandomComponentItem(goodsIndex, runSeed, sequenceIndex, allocateInstanceId);
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return new GoodsItemRawData
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{
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GoodsIndex = goodsIndex,
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Title = sourceItem.Name,
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TypeText = BuildTypeText(sourceItem.SlotType),
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Description = BuildDescription(sourceItem),
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Price = ResolveRandomPrice(sourceItem.Rarity),
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Tags = sourceItem.Tags != null ? (TagType[])sourceItem.Tags.Clone() : Array.Empty<TagType>(),
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IconAreaContext = BuildIconAreaContext(sourceItem),
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SourceItem = sourceItem,
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IsPurchased = false
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};
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}
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private TowerCompItemData BuildRandomComponentItem(
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int goodsIndex,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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int slotRoll = UnityEngine.Random.Range(0, 3);
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DRShopPrice priceRow = _shopPriceRows[UnityEngine.Random.Range(0, _shopPriceRows.Count)];
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RarityType rarity = InventoryRarityRuleService.NormalizeComponentRarity(
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priceRow != null ? priceRow.Rarity : RarityType.White);
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return slotRoll switch
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{
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0 => BuildRandomMuzzleItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId),
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1 => BuildRandomBearingItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId),
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_ => BuildRandomBaseItem(rarity, goodsIndex, runSeed, sequenceIndex, allocateInstanceId)
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};
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}
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private MuzzleCompItemData BuildRandomMuzzleItem(
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RarityType rarity,
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int goodsIndex,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
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DRMuzzleComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = allocateInstanceId();
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateMuzzle(config, instanceId, rarity, randomContext);
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}
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private BearingCompItemData BuildRandomBearingItem(
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RarityType rarity,
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int goodsIndex,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
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DRBearingComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = allocateInstanceId();
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateBearing(config, instanceId, rarity, randomContext);
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}
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private BaseCompItemData BuildRandomBaseItem(
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RarityType rarity,
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int goodsIndex,
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int runSeed,
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int sequenceIndex,
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Func<long> allocateInstanceId)
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{
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DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
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DRBaseComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
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long instanceId = allocateInstanceId();
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InventoryTagRandomContext randomContext =
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InventoryTagRandomContext.CreateShop(runSeed, sequenceIndex, goodsIndex, config.Id);
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return ComponentItemFactory.CreateBase(config, instanceId, rarity, randomContext);
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}
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private int ResolveRandomPrice(RarityType rarity)
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{
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for (int i = 0; i < _shopPriceRows.Count; i++)
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{
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DRShopPrice row = _shopPriceRows[i];
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if (row != null && row.Rarity == rarity)
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{
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int min = Mathf.Max(0, row.MinPrice);
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int max = Mathf.Max(min, row.MaxPrice);
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return UnityEngine.Random.Range(min, max + 1);
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}
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}
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return 0;
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}
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private static IconAreaContext BuildIconAreaContext(TowerCompItemData item)
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{
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return new IconAreaContext
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{
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Rarity = item.Rarity,
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ComponentSlotType = item.SlotType,
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Color = IconColorGenerator.GenerateForComponent(item)
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};
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}
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private static string BuildTypeText(TowerCompSlotType slotType)
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{
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return slotType switch
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{
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TowerCompSlotType.Muzzle => "枪口组件",
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TowerCompSlotType.Bearing => "轴承组件",
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TowerCompSlotType.Base => "底座组件",
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_ => "组件"
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};
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}
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private static string BuildDescription(TowerCompItemData item)
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{
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if (item is MuzzleCompItemData muzzleComp)
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{
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return ItemDescUtility.BuildMuzzleDesc(muzzleComp);
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}
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if (item is BearingCompItemData bearingComp)
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{
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return ItemDescUtility.BuildBearingDesc(bearingComp);
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}
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if (item is BaseCompItemData baseComp)
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{
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return ItemDescUtility.BuildBaseDesc(baseComp);
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}
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return string.Empty;
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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: b91e1b8301e40ae4e892d5fcf3d9e75a
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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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@ -1,10 +1,7 @@
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using System;
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using System.Collections.Generic;
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using GameFramework.DataTable;
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using GeometryTD.CustomUtility;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.UI
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@ -12,38 +9,19 @@ namespace GeometryTD.UI
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public sealed class ShopFormUseCase : IUIUseCase
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{
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private const int GoodsCount = 4;
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private long _nextTempInstanceId = 1000000;
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private int _activeRunSeed;
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private int _activeSequenceIndex = -1;
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private readonly List<GoodsItemRawData> _currentGoods = new List<GoodsItemRawData>(GoodsCount);
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private readonly List<DRShopPrice> _shopPriceRows = new List<DRShopPrice>();
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private IDataTable<DRShopPrice> _shopPriceTable;
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private IDataTable<DRMuzzleComp> _muzzleCompTable;
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private IDataTable<DRBearingComp> _bearingCompTable;
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private IDataTable<DRBaseComp> _baseCompTable;
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public bool PrepareForOpen(int runSeed = 0, int sequenceIndex = -1)
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{
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if (!EnsureTables())
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if (GameEntry.InventoryGeneration == null)
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{
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Log.Warning("ShopFormUseCase.PrepareForOpen() inventory generation component is null.");
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return false;
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}
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_activeRunSeed = runSeed;
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_activeSequenceIndex = sequenceIndex;
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_currentGoods.Clear();
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for (int i = 0; i < GoodsCount; i++)
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{
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if (!TryBuildRandomGoodsItem(i, out GoodsItemRawData goodsItem))
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{
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Log.Warning("ShopFormUseCase.PrepareForOpen() failed to build goods item {0}.", i);
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return false;
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}
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_currentGoods.Add(goodsItem);
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}
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_currentGoods.AddRange(GameEntry.InventoryGeneration.BuildShopGoods(GoodsCount, runSeed, sequenceIndex));
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return _currentGoods.Count == GoodsCount;
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}
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@ -96,212 +74,6 @@ namespace GeometryTD.UI
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return true;
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}
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private bool EnsureTables()
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{
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_shopPriceTable ??= GameEntry.DataTable.GetDataTable<DRShopPrice>();
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_muzzleCompTable ??= GameEntry.DataTable.GetDataTable<DRMuzzleComp>();
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_bearingCompTable ??= GameEntry.DataTable.GetDataTable<DRBearingComp>();
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_baseCompTable ??= GameEntry.DataTable.GetDataTable<DRBaseComp>();
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if (_shopPriceTable == null || _muzzleCompTable == null || _bearingCompTable == null || _baseCompTable == null)
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{
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Log.Warning("ShopFormUseCase.EnsureTables() failed. Missing required data tables.");
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return false;
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}
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if (_shopPriceRows.Count <= 0)
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{
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DRShopPrice[] rows = _shopPriceTable.GetAllDataRows();
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if (rows == null || rows.Length <= 0)
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{
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Log.Warning("ShopFormUseCase.EnsureTables() failed. Shop price table is empty.");
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return false;
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}
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foreach (var price in rows)
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{
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if (price != null)
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{
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_shopPriceRows.Add(price);
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}
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}
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}
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return _shopPriceRows.Count > 0 &&
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_muzzleCompTable.Count > 0 &&
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_bearingCompTable.Count > 0 &&
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_baseCompTable.Count > 0;
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}
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private bool TryBuildRandomGoodsItem(int goodsIndex, out GoodsItemRawData goodsItem)
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{
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goodsItem = null;
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TowerCompItemData sourceItem = BuildRandomComponentItem(goodsIndex);
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if (sourceItem == null)
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{
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return false;
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}
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goodsItem = 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
|
||||
};
|
||||
return true;
|
||||
}
|
||||
|
||||
private TowerCompItemData BuildRandomComponentItem(int goodsIndex)
|
||||
{
|
||||
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);
|
||||
|
||||
switch (slotRoll)
|
||||
{
|
||||
case 0:
|
||||
return BuildRandomMuzzleItem(rarity, goodsIndex);
|
||||
case 1:
|
||||
return BuildRandomBearingItem(rarity, goodsIndex);
|
||||
default:
|
||||
return BuildRandomBaseItem(rarity, goodsIndex);
|
||||
}
|
||||
}
|
||||
|
||||
private MuzzleCompItemData BuildRandomMuzzleItem(RarityType rarity, int goodsIndex)
|
||||
{
|
||||
DRMuzzleComp[] rows = _muzzleCompTable.GetAllDataRows();
|
||||
DRMuzzleComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
|
||||
long instanceId = _nextTempInstanceId++;
|
||||
RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity);
|
||||
return new MuzzleCompItemData
|
||||
{
|
||||
InstanceId = instanceId,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = normalizedRarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = ComponentTagGenerationService.ResolveComponentTags(
|
||||
config.PossibleTag,
|
||||
normalizedRarity,
|
||||
InventoryTagRandomContext.CreateShop(_activeRunSeed, _activeSequenceIndex, goodsIndex, config.Id)),
|
||||
AttackDamage = config.AttackDamage != null ? (int[])config.AttackDamage.Clone() : Array.Empty<int>(),
|
||||
DamageRandomRate = config.DamageRandomRate,
|
||||
AttackMethodType = config.AttackMethodType
|
||||
};
|
||||
}
|
||||
|
||||
private BearingCompItemData BuildRandomBearingItem(RarityType rarity, int goodsIndex)
|
||||
{
|
||||
DRBearingComp[] rows = _bearingCompTable.GetAllDataRows();
|
||||
DRBearingComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
|
||||
long instanceId = _nextTempInstanceId++;
|
||||
RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity);
|
||||
return new BearingCompItemData
|
||||
{
|
||||
InstanceId = instanceId,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = normalizedRarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = ComponentTagGenerationService.ResolveComponentTags(
|
||||
config.PossibleTag,
|
||||
normalizedRarity,
|
||||
InventoryTagRandomContext.CreateShop(_activeRunSeed, _activeSequenceIndex, goodsIndex, config.Id)),
|
||||
RotateSpeed = config.RotateSpeed != null ? (float[])config.RotateSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackRange = config.AttackRange != null ? (float[])config.AttackRange.Clone() : Array.Empty<float>()
|
||||
};
|
||||
}
|
||||
|
||||
private BaseCompItemData BuildRandomBaseItem(RarityType rarity, int goodsIndex)
|
||||
{
|
||||
DRBaseComp[] rows = _baseCompTable.GetAllDataRows();
|
||||
DRBaseComp config = rows[UnityEngine.Random.Range(0, rows.Length)];
|
||||
long instanceId = _nextTempInstanceId++;
|
||||
RarityType normalizedRarity = InventoryRarityRuleService.NormalizeComponentRarity(rarity);
|
||||
return new BaseCompItemData
|
||||
{
|
||||
InstanceId = instanceId,
|
||||
ConfigId = config.Id,
|
||||
Name = config.Name,
|
||||
Rarity = normalizedRarity,
|
||||
Endurance = 100f,
|
||||
Constraint = config.Constraint,
|
||||
Tags = ComponentTagGenerationService.ResolveComponentTags(
|
||||
config.PossibleTag,
|
||||
normalizedRarity,
|
||||
InventoryTagRandomContext.CreateShop(_activeRunSeed, _activeSequenceIndex, goodsIndex, config.Id)),
|
||||
AttackSpeed = config.AttackSpeed != null ? (float[])config.AttackSpeed.Clone() : Array.Empty<float>(),
|
||||
AttackPropertyType = config.AttackPropertyType
|
||||
};
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private static BackpackInventoryData WrapSingleItem(TowerCompItemData item)
|
||||
{
|
||||
BackpackInventoryData inventory = new BackpackInventoryData();
|
||||
|
|
|
|||
Loading…
Reference in New Issue