添加 ShopForm 下的 StatForm,展示玩家属性

This commit is contained in:
2026-09-25 00:03:39 +08:00
parent c61eb7fb68
commit 051c075183
29 changed files with 6574 additions and 51 deletions
@@ -10,6 +10,7 @@ namespace SepCore.UI
public List<GoodsItemContext> GoodsItems;
public DisplayListContext PropListContext;
public DisplayListContext WeaponListContext;
public StatContext StatContext;
// 控制字段
public bool NeedRefreshGoodsItems;
@@ -17,6 +18,7 @@ namespace SepCore.UI
public bool NeedRefreshWeaponList;
public bool NeedRefreshPropList;
public bool NeedRefreshPrice;
public bool NeedRefreshStat;
public ShopContext()
{
@@ -40,14 +40,26 @@ namespace SepCore.UI
BuildDisplayListContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
WeaponListContext = BuildDisplayListContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
rawData.WeaponMaxCount),
StatContext = BuildStatContext(rawData.StatRawData),
NeedRefreshGoodsItems = true,
NeedRefreshPlayerCoin = true,
NeedRefreshPropList = true,
NeedRefreshWeaponList = true,
NeedRefreshStat = true,
NeedRefreshPrice = true
};
}
private static StatContext BuildStatContext(StatRawData rawData)
{
if (rawData == null)
{
Log.Error("ShopController.BuildStatContext: rawData is null.");
}
return new StatContext(rawData);
}
private static DisplayListContext BuildDisplayListContext(DisplayListAreaType listType,
IReadOnlyList<object> items, int maxCount)
{
@@ -144,6 +144,12 @@ namespace SepCore.UI
Context.NeedRefreshPropList = true;
}
if (result.StatRawData != null)
{
Context.StatContext = BuildStatContext(result.StatRawData);
Context.NeedRefreshStat = true;
}
Context.NeedRefreshGoodsItems = true;
RefreshUI(Form, Context);
}
@@ -243,6 +249,8 @@ namespace SepCore.UI
Context.WeaponListContext.CurrentCount = currentCount;
Context.NeedRefreshWeaponList = true;
Context.StatContext = BuildStatContext(_useCase.CreateStatRawData());
Context.NeedRefreshStat = true;
RefreshUI(Form, Context);
GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
}
@@ -49,6 +49,12 @@ namespace SepCore.UI
View.weaponList.OnInit(context.WeaponListContext);
context.NeedRefreshWeaponList = false;
}
if (context.NeedRefreshStat)
{
View.statForm.OnInit(context.StatContext);
context.NeedRefreshStat = false;
}
}
protected override void OnOpen(object userData)
@@ -16,5 +16,6 @@ namespace SepCore.UI
[SerializeField] public global::SepCore.UI.FormatTextUI continueButtonFormatText;
[SerializeField] public global::SepCore.UI.DisplayListForm weaponList;
[SerializeField] public global::SepCore.UI.DisplayListForm propList;
[SerializeField] public global::SepCore.UI.StatForm statForm;
}
}
@@ -0,0 +1,8 @@
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@@ -0,0 +1,92 @@
using System.Collections.Generic;
using SepCore.Definition;
using UnityEngine;
namespace SepCore.UI
{
public class StatContext : UIContext
{
public StatRawData RawData { get; }
public Dictionary<StatType, string> FormattedValues { get; } = new Dictionary<StatType, string>();
public StatContext()
{
}
public StatContext(StatRawData rawData)
{
RawData = rawData;
if (rawData != null)
{
foreach (KeyValuePair<StatType, float> pair in rawData.Values)
{
FormattedValues[pair.Key] = FormatStatValue(pair.Key, pair.Value);
}
}
}
public string GetFormattedValue(StatType statType)
{
return FormattedValues.TryGetValue(statType, out string text) ? text : string.Empty;
}
public void SetFormattedValue(StatType statType, string text)
{
FormattedValues[statType] = text;
}
public static string FormatStatValue(StatType statType, float value)
{
StatConfig config = (GameEntry.Luban != null && GameEntry.Luban.IsReady)
? GameEntry.Luban.Get<StatConfig>((int)statType)
: null;
float baseValue = config?.DefaultBaseValue ?? (statType is StatType.DamagePercent or StatType.AttackSpeed ? 1f : 0f);
bool isPercent = config?.IsPercentDisplay ?? (statType is StatType.DamagePercent or StatType.AttackSpeed or StatType.CritChance or StatType.Dodge or StatType.LifeSteal);
string colorTag = null;
if (value > baseValue + 1e-4f)
{
colorTag = "green";
}
else if (value < baseValue - 1e-4f)
{
colorTag = "red";
}
string text;
if (statType is StatType.DamagePercent or StatType.AttackSpeed)
{
// 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%
float bonusPercent = (value - 1f) * 100f;
string sign = bonusPercent > 0 ? "+" : "";
text = $"{sign}{bonusPercent:0.##}%";
}
else if (isPercent || statType == StatType.LifeSteal)
{
// 概率/比率属性(暴击率、闪避率、生命窃取):以百分比形式呈现
float displayPercent = value * 100f;
string sign = (value > baseValue && baseValue != 0) ? "+" : "";
text = $"{sign}{displayPercent:0.##}%";
}
else
{
if (Mathf.Approximately(value, Mathf.Round(value)))
{
text = Mathf.RoundToInt(value).ToString();
}
else
{
text = value.ToString("0.##");
}
}
if (!string.IsNullOrEmpty(colorTag))
{
return $"<color={colorTag}>{text}</color>";
}
return text;
}
}
}
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@@ -0,0 +1,38 @@
using SepCore.Definition;
namespace SepCore.UI
{
public partial class StatForm
{
public void OnInit(StatContext context)
{
RefreshUI(context);
}
public void RefreshUI(StatContext context)
{
if (context == null)
{
UnityGameFramework.Runtime.Log.Error("StatForm.RefreshUI: context is null.");
return;
}
View.maxHpValue.text = context.GetFormattedValue(StatType.MaxHp);
View.hpRegenValue.text = context.GetFormattedValue(StatType.HpRegen);
View.lifeStealValue.text = context.GetFormattedValue(StatType.LifeSteal);
View.damagePercentValue.text = context.GetFormattedValue(StatType.DamagePercent);
View.meleeDamageValue.text = context.GetFormattedValue(StatType.MeleeDamage);
View.rangedDamageValue.text = context.GetFormattedValue(StatType.RangedDamage);
View.elementalDamageValue.text = context.GetFormattedValue(StatType.ElementalDamage);
View.attackSpeedValue.text = context.GetFormattedValue(StatType.AttackSpeed);
View.critChanceValue.text = context.GetFormattedValue(StatType.CritChance);
View.engineeringValue.text = context.GetFormattedValue(StatType.Engineering);
View.rangeValue.text = context.GetFormattedValue(StatType.Range);
View.armorValue.text = context.GetFormattedValue(StatType.Armor);
View.dodgeValue.text = context.GetFormattedValue(StatType.Dodge);
View.moveSpeedValue.text = context.GetFormattedValue(StatType.MoveSpeed);
View.harvestingValue.text = context.GetFormattedValue(StatType.Harvesting);
View.luckValue.text = context.GetFormattedValue(StatType.Luck);
}
}
}
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@@ -0,0 +1,13 @@
// <auto-generated />
using UnityEngine;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public partial class StatForm : UGuiForm
{
[SerializeField] private StatView _view = null;
public StatView View => _view;
}
}
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@@ -0,0 +1,26 @@
// <auto-generated />
using UnityEngine;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public partial class StatView : MonoBehaviour
{
[SerializeField] public global::TMPro.TextMeshProUGUI maxHpValue;
[SerializeField] public global::TMPro.TextMeshProUGUI hpRegenValue;
[SerializeField] public global::TMPro.TextMeshProUGUI lifeStealValue;
[SerializeField] public global::TMPro.TextMeshProUGUI damagePercentValue;
[SerializeField] public global::TMPro.TextMeshProUGUI meleeDamageValue;
[SerializeField] public global::TMPro.TextMeshProUGUI rangedDamageValue;
[SerializeField] public global::TMPro.TextMeshProUGUI elementalDamageValue;
[SerializeField] public global::TMPro.TextMeshProUGUI attackSpeedValue;
[SerializeField] public global::TMPro.TextMeshProUGUI critChanceValue;
[SerializeField] public global::TMPro.TextMeshProUGUI engineeringValue;
[SerializeField] public global::TMPro.TextMeshProUGUI rangeValue;
[SerializeField] public global::TMPro.TextMeshProUGUI armorValue;
[SerializeField] public global::TMPro.TextMeshProUGUI dodgeValue;
[SerializeField] public global::TMPro.TextMeshProUGUI moveSpeedValue;
[SerializeField] public global::TMPro.TextMeshProUGUI harvestingValue;
[SerializeField] public global::TMPro.TextMeshProUGUI luckValue;
}
}
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@@ -84,6 +84,8 @@ namespace SepCore.Entity
public int PendingLevelPoints { get; set; }
public StatComponent StatComponent => _statComponent;
public IReadOnlyList<WeaponBase> Weapons => _backpackComponent.Weapons;
public IReadOnlyList<PropItem> Props => _backpackComponent.Props;
public int WeaponCapacity => _backpackComponent.WeaponCapacity;
@@ -4,5 +4,6 @@ namespace SepCore.UI
{
public int GoodsIndex;
public DisplayItemRawData DisplayItem;
public StatRawData StatRawData;
}
}
@@ -14,5 +14,6 @@ namespace SepCore.UI
public int PropMaxCount = -1;
public IReadOnlyList<WeaponBase> WeaponItems;
public int WeaponMaxCount = -1;
public StatRawData StatRawData;
}
}
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Components;
using SepCore.Definition;
using SepCore.Entity;
using SepCore.CustomUtility;
@@ -47,10 +48,34 @@ namespace SepCore.UI
PropItems = _player.Props,
PropMaxCount = GameEntry.Luban.Global.PropMaxCount,
WeaponItems = _player.Weapons,
WeaponMaxCount = _player.WeaponCapacity
WeaponMaxCount = _player.WeaponCapacity,
StatRawData = CreateStatRawData()
};
}
public StatRawData CreateStatRawData()
{
var rawData = new StatRawData();
StatComponent statComponent = _player.StatComponent;
if (statComponent == null)
{
Log.Error("ShopUseCase.CreateStatRawData: Player StatComponent is null.");
return rawData;
}
foreach (StatType statType in (StatType[])Enum.GetValues(typeof(StatType)))
{
if (statType == StatType.None)
{
continue;
}
rawData.SetValue(statType, statComponent.GetStatValue(statType));
}
return rawData;
}
public ShopRefreshResult TryRefresh(int cost)
{
if (_player.Coin < cost)
@@ -102,7 +127,8 @@ namespace SepCore.UI
return new ShopPurchaseResult
{
GoodsIndex = goodsIndex,
DisplayItem = displayItem
DisplayItem = displayItem,
StatRawData = CreateStatRawData()
};
}
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@@ -0,0 +1,26 @@
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.UI
{
public class StatRawData
{
public Dictionary<StatType, float> Values { get; } = new Dictionary<StatType, float>();
public float this[StatType statType]
{
get => GetValue(statType);
set => SetValue(statType, value);
}
public float GetValue(StatType statType)
{
return Values.TryGetValue(statType, out float val) ? val : 0f;
}
public void SetValue(StatType statType, float value)
{
Values[statType] = value;
}
}
}
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generateReference: 1
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@@ -392,6 +395,7 @@ MonoBehaviour:
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@@ -686,42 +690,6 @@ MonoBehaviour:
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