geometry-tower-defense/Assets/GameMain/Scripts/UI/Game/UseCase/RepoFormUseCase.cs

212 lines
8.2 KiB
C#

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;
}
}
}