添加 ShopForm 下的 StatForm,展示玩家属性
This commit is contained in:
@@ -10,6 +10,7 @@ namespace SepCore.UI
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public List<GoodsItemContext> GoodsItems;
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public DisplayListContext PropListContext;
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public DisplayListContext WeaponListContext;
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public StatContext StatContext;
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// 控制字段
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public bool NeedRefreshGoodsItems;
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@@ -17,6 +18,7 @@ namespace SepCore.UI
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public bool NeedRefreshWeaponList;
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public bool NeedRefreshPropList;
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public bool NeedRefreshPrice;
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public bool NeedRefreshStat;
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public ShopContext()
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{
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@@ -40,14 +40,26 @@ namespace SepCore.UI
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BuildDisplayListContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
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WeaponListContext = BuildDisplayListContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
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rawData.WeaponMaxCount),
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StatContext = BuildStatContext(rawData.StatRawData),
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NeedRefreshGoodsItems = true,
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NeedRefreshPlayerCoin = true,
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NeedRefreshPropList = true,
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NeedRefreshWeaponList = true,
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NeedRefreshStat = true,
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NeedRefreshPrice = true
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};
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}
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private static StatContext BuildStatContext(StatRawData rawData)
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{
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if (rawData == null)
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{
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Log.Error("ShopController.BuildStatContext: rawData is null.");
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}
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return new StatContext(rawData);
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}
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private static DisplayListContext BuildDisplayListContext(DisplayListAreaType listType,
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IReadOnlyList<object> items, int maxCount)
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{
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@@ -144,6 +144,12 @@ namespace SepCore.UI
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Context.NeedRefreshPropList = true;
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}
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if (result.StatRawData != null)
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{
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Context.StatContext = BuildStatContext(result.StatRawData);
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Context.NeedRefreshStat = true;
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}
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Context.NeedRefreshGoodsItems = true;
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RefreshUI(Form, Context);
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}
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@@ -243,6 +249,8 @@ namespace SepCore.UI
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Context.WeaponListContext.CurrentCount = currentCount;
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Context.NeedRefreshWeaponList = true;
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Context.StatContext = BuildStatContext(_useCase.CreateStatRawData());
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Context.NeedRefreshStat = true;
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RefreshUI(Form, Context);
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GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
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}
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@@ -49,6 +49,12 @@ namespace SepCore.UI
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View.weaponList.OnInit(context.WeaponListContext);
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context.NeedRefreshWeaponList = false;
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}
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if (context.NeedRefreshStat)
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{
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View.statForm.OnInit(context.StatContext);
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context.NeedRefreshStat = false;
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}
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}
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protected override void OnOpen(object userData)
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@@ -16,5 +16,6 @@ namespace SepCore.UI
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[SerializeField] public global::SepCore.UI.FormatTextUI continueButtonFormatText;
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[SerializeField] public global::SepCore.UI.DisplayListForm weaponList;
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[SerializeField] public global::SepCore.UI.DisplayListForm propList;
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[SerializeField] public global::SepCore.UI.StatForm statForm;
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}
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 541f4dba32e55be469dcd6b180b94fdb
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,92 @@
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using System.Collections.Generic;
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using SepCore.Definition;
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using UnityEngine;
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namespace SepCore.UI
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{
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public class StatContext : UIContext
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{
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public StatRawData RawData { get; }
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public Dictionary<StatType, string> FormattedValues { get; } = new Dictionary<StatType, string>();
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public StatContext()
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{
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}
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public StatContext(StatRawData rawData)
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{
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RawData = rawData;
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if (rawData != null)
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{
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foreach (KeyValuePair<StatType, float> pair in rawData.Values)
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{
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FormattedValues[pair.Key] = FormatStatValue(pair.Key, pair.Value);
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}
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}
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}
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public string GetFormattedValue(StatType statType)
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{
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return FormattedValues.TryGetValue(statType, out string text) ? text : string.Empty;
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}
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public void SetFormattedValue(StatType statType, string text)
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{
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FormattedValues[statType] = text;
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}
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public static string FormatStatValue(StatType statType, float value)
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{
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StatConfig config = (GameEntry.Luban != null && GameEntry.Luban.IsReady)
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? GameEntry.Luban.Get<StatConfig>((int)statType)
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: null;
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float baseValue = config?.DefaultBaseValue ?? (statType is StatType.DamagePercent or StatType.AttackSpeed ? 1f : 0f);
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bool isPercent = config?.IsPercentDisplay ?? (statType is StatType.DamagePercent or StatType.AttackSpeed or StatType.CritChance or StatType.Dodge or StatType.LifeSteal);
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string colorTag = null;
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if (value > baseValue + 1e-4f)
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{
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colorTag = "green";
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}
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else if (value < baseValue - 1e-4f)
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{
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colorTag = "red";
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}
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string text;
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if (statType is StatType.DamagePercent or StatType.AttackSpeed)
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{
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// 增伤与攻速基准为 1.0(即 0% 加成)。面板显示相对基准的增量,如 0%、+5%、-10%
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float bonusPercent = (value - 1f) * 100f;
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string sign = bonusPercent > 0 ? "+" : "";
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text = $"{sign}{bonusPercent:0.##}%";
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}
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else if (isPercent || statType == StatType.LifeSteal)
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{
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// 概率/比率属性(暴击率、闪避率、生命窃取):以百分比形式呈现
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float displayPercent = value * 100f;
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string sign = (value > baseValue && baseValue != 0) ? "+" : "";
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text = $"{sign}{displayPercent:0.##}%";
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}
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else
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{
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if (Mathf.Approximately(value, Mathf.Round(value)))
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{
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text = Mathf.RoundToInt(value).ToString();
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}
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else
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{
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text = value.ToString("0.##");
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}
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}
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if (!string.IsNullOrEmpty(colorTag))
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{
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return $"<color={colorTag}>{text}</color>";
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}
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return text;
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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: 4bca40033be046a49a3c1a253af9d6a3
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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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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,38 @@
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using SepCore.Definition;
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namespace SepCore.UI
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{
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public partial class StatForm
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{
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public void OnInit(StatContext context)
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{
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RefreshUI(context);
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}
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public void RefreshUI(StatContext context)
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{
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if (context == null)
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{
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UnityGameFramework.Runtime.Log.Error("StatForm.RefreshUI: context is null.");
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return;
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}
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View.maxHpValue.text = context.GetFormattedValue(StatType.MaxHp);
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View.hpRegenValue.text = context.GetFormattedValue(StatType.HpRegen);
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View.lifeStealValue.text = context.GetFormattedValue(StatType.LifeSteal);
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View.damagePercentValue.text = context.GetFormattedValue(StatType.DamagePercent);
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View.meleeDamageValue.text = context.GetFormattedValue(StatType.MeleeDamage);
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View.rangedDamageValue.text = context.GetFormattedValue(StatType.RangedDamage);
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View.elementalDamageValue.text = context.GetFormattedValue(StatType.ElementalDamage);
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View.attackSpeedValue.text = context.GetFormattedValue(StatType.AttackSpeed);
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View.critChanceValue.text = context.GetFormattedValue(StatType.CritChance);
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View.engineeringValue.text = context.GetFormattedValue(StatType.Engineering);
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View.rangeValue.text = context.GetFormattedValue(StatType.Range);
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View.armorValue.text = context.GetFormattedValue(StatType.Armor);
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View.dodgeValue.text = context.GetFormattedValue(StatType.Dodge);
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View.moveSpeedValue.text = context.GetFormattedValue(StatType.MoveSpeed);
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View.harvestingValue.text = context.GetFormattedValue(StatType.Harvesting);
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View.luckValue.text = context.GetFormattedValue(StatType.Luck);
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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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MonoImporter:
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@@ -0,0 +1,13 @@
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// <auto-generated />
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using UnityEngine;
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namespace SepCore.UI
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{
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[DisallowMultipleComponent]
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public partial class StatForm : UGuiForm
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{
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[SerializeField] private StatView _view = null;
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public StatView View => _view;
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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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@@ -0,0 +1,26 @@
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// <auto-generated />
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using UnityEngine;
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namespace SepCore.UI
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{
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[DisallowMultipleComponent]
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public partial class StatView : MonoBehaviour
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{
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[SerializeField] public global::TMPro.TextMeshProUGUI maxHpValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI hpRegenValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI lifeStealValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI damagePercentValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI meleeDamageValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI rangedDamageValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI elementalDamageValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI attackSpeedValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI critChanceValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI engineeringValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI rangeValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI armorValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI dodgeValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI moveSpeedValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI harvestingValue;
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[SerializeField] public global::TMPro.TextMeshProUGUI luckValue;
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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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@@ -84,6 +84,8 @@ namespace SepCore.Entity
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public int PendingLevelPoints { get; set; }
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public StatComponent StatComponent => _statComponent;
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public IReadOnlyList<WeaponBase> Weapons => _backpackComponent.Weapons;
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public IReadOnlyList<PropItem> Props => _backpackComponent.Props;
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public int WeaponCapacity => _backpackComponent.WeaponCapacity;
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@@ -4,5 +4,6 @@ namespace SepCore.UI
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{
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public int GoodsIndex;
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public DisplayItemRawData DisplayItem;
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public StatRawData StatRawData;
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}
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}
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@@ -14,5 +14,6 @@ namespace SepCore.UI
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public int PropMaxCount = -1;
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public IReadOnlyList<WeaponBase> WeaponItems;
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public int WeaponMaxCount = -1;
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public StatRawData StatRawData;
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using SepCore.Components;
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using SepCore.Definition;
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using SepCore.Entity;
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using SepCore.CustomUtility;
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@@ -47,10 +48,34 @@ namespace SepCore.UI
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PropItems = _player.Props,
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PropMaxCount = GameEntry.Luban.Global.PropMaxCount,
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WeaponItems = _player.Weapons,
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WeaponMaxCount = _player.WeaponCapacity
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WeaponMaxCount = _player.WeaponCapacity,
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StatRawData = CreateStatRawData()
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};
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}
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public StatRawData CreateStatRawData()
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{
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var rawData = new StatRawData();
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StatComponent statComponent = _player.StatComponent;
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if (statComponent == null)
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{
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Log.Error("ShopUseCase.CreateStatRawData: Player StatComponent is null.");
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return rawData;
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}
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foreach (StatType statType in (StatType[])Enum.GetValues(typeof(StatType)))
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{
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if (statType == StatType.None)
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{
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continue;
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}
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rawData.SetValue(statType, statComponent.GetStatValue(statType));
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}
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return rawData;
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}
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public ShopRefreshResult TryRefresh(int cost)
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{
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if (_player.Coin < cost)
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@@ -102,7 +127,8 @@ namespace SepCore.UI
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return new ShopPurchaseResult
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{
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GoodsIndex = goodsIndex,
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DisplayItem = displayItem
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DisplayItem = displayItem,
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StatRawData = CreateStatRawData()
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};
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}
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@@ -0,0 +1,8 @@
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userData:
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assetBundleName:
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@@ -0,0 +1,26 @@
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using System.Collections.Generic;
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using SepCore.Definition;
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namespace SepCore.UI
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{
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public class StatRawData
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{
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public Dictionary<StatType, float> Values { get; } = new Dictionary<StatType, float>();
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public float this[StatType statType]
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{
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get => GetValue(statType);
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set => SetValue(statType, value);
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}
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public float GetValue(StatType statType)
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{
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return Values.TryGetValue(statType, out float val) ? val : 0f;
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||||
}
|
||||
|
||||
public void SetValue(StatType statType, float value)
|
||||
{
|
||||
Values[statType] = value;
|
||||
}
|
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}
|
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}
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variableName: statForm
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--- !u!114 &7138964402462000188
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@@ -392,6 +395,7 @@ MonoBehaviour:
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continueButtonFormatText: {fileID: 4537820319422465099}
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propList: {fileID: 398343698490516872}
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statForm: {fileID: 1326861770293265040}
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variableName: playerCoinFormatText
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