195 lines
7.2 KiB
C#
195 lines
7.2 KiB
C#
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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namespace GeometryTD.CustomComponent
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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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