引入 UISerializationRoot 和 Item
- 完成 MenuForm 和 SelectRoleForm 的迁移
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@@ -44,53 +44,32 @@ namespace SepCore.UI
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private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType,
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IReadOnlyList<object> items, int maxCount)
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{
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string title = GetDisplayListTitle(listType);
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if (items == null)
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{
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = 0,
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MaxCount = maxCount,
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ItemContexts = System.Array.Empty<DisplayItemContext>()
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};
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}
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DisplayItemContext[] itemContexts = new DisplayItemContext[items.Count];
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switch (listType)
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{
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case DisplayListAreaType.Weapon:
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if (items is IReadOnlyList<WeaponBase> weapons)
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IReadOnlyList<WeaponBase> weapons = (IReadOnlyList<WeaponBase>)items;
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for (int i = 0; i < weapons.Count; i++)
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{
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for (int i = 0; i < weapons.Count; i++)
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{
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WeaponBase weapon = weapons[i];
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if (weapon == null) break;
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itemContexts[i] = BuildWeaponItem(weapon);
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}
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itemContexts[i] = BuildWeaponItem(weapons[i]);
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}
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break;
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case DisplayListAreaType.Prop:
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if (items is IReadOnlyList<PropItem> propItems)
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IReadOnlyList<PropItem> propItems = (IReadOnlyList<PropItem>)items;
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for (int i = 0; i < propItems.Count; i++)
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{
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for (int i = 0; i < propItems.Count; i++)
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{
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PropItem propItem = propItems[i];
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if (propItem == null) break;
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itemContexts[i] = BuildPropItem(propItem);
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}
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itemContexts[i] = BuildPropItem(propItems[i]);
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}
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break;
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}
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int currentCount = itemContexts.Length;
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = currentCount,
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Title = GetDisplayListTitle(listType),
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CurrentCount = itemContexts.Length,
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MaxCount = maxCount,
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ItemContexts = itemContexts
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};
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@@ -108,45 +87,27 @@ namespace SepCore.UI
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private static DisplayItemContext BuildPropItem(PropItem propItem)
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{
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string iconAssetName = null;
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Rarity rarity = Rarity.None;
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if (propItem != null)
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{
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iconAssetName = propItem.IconAssetName;
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rarity = propItem.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IconAssetName = propItem.IconAssetName,
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Rarity = propItem.Rarity,
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IsWeapon = false
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};
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}
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private static DisplayItemContext BuildWeaponItem(WeaponBase weaponBase)
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{
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string iconAssetName = null;
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Rarity rarity = Rarity.None;
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if (weaponBase != null && weaponBase.WeaponData != null)
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{
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iconAssetName = weaponBase.WeaponData.IconAssetName;
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rarity = weaponBase.WeaponData.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IconAssetName = weaponBase.WeaponData.IconAssetName,
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Rarity = weaponBase.WeaponData.Rarity,
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IsWeapon = true
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};
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}
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private static void AppendDisplayItemContext(DisplayListAreaContext listContext, DisplayItemContext newItem)
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{
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int oldCount = listContext.ItemContexts != null ? listContext.ItemContexts.Length : 0;
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int oldCount = listContext.ItemContexts.Length;
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DisplayItemContext[] newContexts = new DisplayItemContext[oldCount + 1];
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if (oldCount > 0)
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{
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