geometry-tower-defense/Assets/GameMain/Scripts/UI/Combat/ContextBuilder/CombatSelectFormController....

78 lines
2.6 KiB
C#

using UnityEngine;
namespace GeometryTD.UI
{
public partial class CombatSelectFormController
{
private static CombatSelectFormContext BuildContext(CombatSelectFormRawData rawData)
{
if (rawData == null)
{
return null;
}
return new CombatSelectFormContext
{
IsVisible = rawData.IsVisible,
ScreenPosition = rawData.ScreenPosition,
ShowBuildArea = rawData.IsVisible && rawData.DisplayMode == CombatSelectDisplayMode.Build,
ShowFuncArea = rawData.IsVisible && rawData.DisplayMode == CombatSelectDisplayMode.Func,
BuildItems = BuildItemContexts(rawData.BuildItems),
UpgradeItem = BuildItemContext(rawData.UpgradeItem),
DestroyItem = BuildItemContext(rawData.DestroyItem)
};
}
private static TowerSelectItemContext[] BuildItemContexts(TowerSelectItemRawData[] itemRawData)
{
if (itemRawData == null || itemRawData.Length <= 0)
{
return System.Array.Empty<TowerSelectItemContext>();
}
TowerSelectItemContext[] contexts = new TowerSelectItemContext[itemRawData.Length];
for (int i = 0; i < itemRawData.Length; i++)
{
contexts[i] = BuildItemContext(itemRawData[i]);
}
return contexts;
}
private static TowerSelectItemContext BuildItemContext(TowerSelectItemRawData rawData)
{
if (rawData == null)
{
return null;
}
return new TowerSelectItemContext
{
Icon = rawData.Icon,
PriceText = BuildPriceText(rawData.Price, rawData.IsGain),
IsVisible = rawData.IsVisible,
IsInteractable = rawData.IsInteractable,
ActionType = rawData.ActionType,
ActionIndex = rawData.ActionIndex,
TowerIconAreaContext = new TowerIconAreaContext
{
BaseColor = rawData.BaseColor,
BearingColor = rawData.BearingColor,
MuzzleColor = rawData.MuzzleColor
}
};
}
private static string BuildPriceText(int price, bool isGain)
{
int positivePrice = Mathf.Max(0, price);
if (isGain)
{
return $"+{positivePrice}";
}
return positivePrice.ToString();
}
}
}