using GeometryTD.Definition; namespace GeometryTD.UI { public class RepoFormUseCase : IUIUseCase { public RepoFormRawData CreateInitialModel() { BackpackInventoryData sample = GameEntry.PlayerInventory != null ? GameEntry.PlayerInventory.GetInventorySnapshot() : SampleInventory(); return new RepoFormRawData { Inventory = sample }; } public bool TryAssembleTower(long muzzleItemId, long bearingItemId, long baseItemId) { if (GameEntry.PlayerInventory == null) { return false; } return GameEntry.PlayerInventory.TryAssembleTower( muzzleItemId, bearingItemId, baseItemId, out _); } public static BackpackInventoryData SampleInventory() { BackpackInventoryData inventory = new BackpackInventoryData { Gold = 500 }; MuzzleCompItemData muzzle = new MuzzleCompItemData { InstanceId = 10001, ConfigId = 1, Name = "元素枪口", Rarity = RarityType.Green, Endurance = 90f, IsAssembledIntoTower = true, AttackDamage = new[] { 20, 30, 40, 50, 80 }, DamageRandomRate = 0.05f, AttackMethodType = AttackMethodType.NormalBullet, Constraint = string.Empty, Tags = new[] { TagType.Fire } }; inventory.MuzzleComponents.Add(muzzle); inventory.MuzzleComponents.Add(new MuzzleCompItemData { InstanceId = 10002, ConfigId = 2, Name = "控制枪口", Rarity = RarityType.Blue, Endurance = 80, IsAssembledIntoTower = false, AttackDamage = new[] { 30, 50, 70, 90, 100 }, DamageRandomRate = 0.01f, AttackMethodType = AttackMethodType.NormalBullet, Constraint = string.Empty, Tags = new[] { TagType.Ice, TagType.FreezeMask } }); inventory.MuzzleComponents.Add(new MuzzleCompItemData { InstanceId = 10003, ConfigId = 3, Name = "穿透枪口", Rarity = RarityType.Purple, Endurance = 97f, IsAssembledIntoTower = false, AttackDamage = new[] { 50, 55, 60, 80, 90 }, DamageRandomRate = 0.02f, AttackMethodType = AttackMethodType.NormalBullet, Constraint = string.Empty, Tags = new[] { TagType.Pierce, TagType.Crit } }); BearingCompItemData bearing = new BearingCompItemData { InstanceId = 20001, ConfigId = 1, Name = "元素轴承", Rarity = RarityType.Green, Endurance = 1f, IsAssembledIntoTower = true, RotateSpeed = new[] { 10f, 12f, 13f, 14f, 15f }, AttackRange = new[] { 2f, 2f, 2f, 2f, 2f }, Constraint = string.Empty, Tags = new[] { TagType.Fire } }; inventory.BearingComponents.Add(bearing); inventory.BearingComponents.Add(new BearingCompItemData { InstanceId = 20002, ConfigId = 2, Name = "控制轴承", Rarity = RarityType.Blue, Endurance = 20, IsAssembledIntoTower = false, RotateSpeed = new[] { 20f, 25f, 30f, 32f, 35f }, AttackRange = new[] { 6f, 6.5f, 7f, 8f, 8f }, Constraint = string.Empty, Tags = new[] { TagType.Ice, TagType.Shatter } }); inventory.BearingComponents.Add(new BearingCompItemData { InstanceId = 20003, ConfigId = 3, Name = "穿透轴承", Rarity = RarityType.Purple, Endurance = 96f, IsAssembledIntoTower = false, RotateSpeed = new[] { 60f, 70f, 80f, 90f, 100f }, AttackRange = new[] { 4f, 4.5f, 5f, 5.5f, 6f }, Constraint = string.Empty, Tags = new[] { TagType.Pierce, TagType.Overpenetrate } }); BaseCompItemData baseComp = new BaseCompItemData { InstanceId = 30001, ConfigId = 1, Name = "元素底座", Rarity = RarityType.Green, Endurance = 88f, IsAssembledIntoTower = true, AttackSpeed = new[] { 2f, 1.5f, 1f, 0.8f, 0.7f }, AttackPropertyType = AttackPropertyType.Fire, Constraint = string.Empty, Tags = new[] { TagType.Fire } }; inventory.BaseComponents.Add(baseComp); inventory.BaseComponents.Add(new BaseCompItemData { InstanceId = 30002, ConfigId = 2, Name = "控制底座", Rarity = RarityType.Blue, Endurance = 50f, IsAssembledIntoTower = false, AttackSpeed = new[] { 4f, 4.2f, 4.4f, 4.6f, 4.8f }, AttackPropertyType = AttackPropertyType.Ice, Constraint = string.Empty, Tags = new[] { TagType.Ice, TagType.AbsoluteZero } }); inventory.BaseComponents.Add(new BaseCompItemData { InstanceId = 30003, ConfigId = 3, Name = "穿透底座", Rarity = RarityType.Purple, Endurance = 30f, IsAssembledIntoTower = false, AttackSpeed = new[] { 1f, 1f, 1f, 1f, 1f }, AttackPropertyType = AttackPropertyType.Physics, Constraint = string.Empty, Tags = new[] { TagType.Pierce, TagType.Execution } }); TowerItemData tower = new TowerItemData { InstanceId = 90001, Name = "测试防御塔-A", Rarity = RarityType.Green, MuzzleComponentInstanceId = muzzle.InstanceId, BearingComponentInstanceId = bearing.InstanceId, BaseComponentInstanceId = baseComp.InstanceId, Stats = new TowerStatsData { AttackDamage = new[] { 200, 220, 240, 260, 300 }, DamageRandomRate = 0f, RotateSpeed = new[] { 200f, 210f, 220f, 230f, 240f }, AttackRange = new[] { 4.5f, 4.7f, 4.9f, 5.1f, 5.3f }, AttackSpeed = new[] { 1.5f, 1.2f, 1.1f, 1.0f, 0.8f }, AttackMethodType = AttackMethodType.NormalBullet, AttackPropertyType = AttackPropertyType.Fire, Tags = new[] { TagType.Fire, TagType.BurnSpread } } }; inventory.Towers.Add(tower); inventory.Towers.Add(new TowerItemData { InstanceId = 90002, Name = "测试防御塔-B", Rarity = RarityType.Blue, MuzzleComponentInstanceId = 0, BearingComponentInstanceId = 0, BaseComponentInstanceId = 0, Stats = new TowerStatsData { AttackDamage = new[] { 200, 220, 240, 260, 300 }, DamageRandomRate = 0.1f, RotateSpeed = new[] { 200f, 210f, 220f, 230f, 240f }, AttackRange = new[] { 4.5f, 4.7f, 4.9f, 5.1f, 5.3f }, AttackSpeed = new[] { 1.5f, 1.2f, 1.1f, 1.0f, 0.8f }, AttackMethodType = AttackMethodType.NormalBullet, AttackPropertyType = AttackPropertyType.Physics, Tags = new[] { TagType.Pierce } } }); return inventory; } } }