引入 UISerializationRoot 和 Item

- 完成 MenuForm 和 SelectRoleForm 的迁移
This commit is contained in:
2026-09-13 22:18:29 +08:00
parent e2fdb660ab
commit 091a29db63
101 changed files with 5281 additions and 5753 deletions
@@ -12,7 +12,6 @@ namespace SepCore.UI
{
public class LevelUpUseCase : IUIUseCase
{
private const int BaseRefreshPrice = 2;
private readonly Action _onCompleted;
private readonly LevelUpRewardConfig[] _allRewards;
private readonly Dictionary<Rarity, List<LevelUpRewardConfig>> _rewardsByRarity = new();
@@ -32,28 +31,28 @@ namespace SepCore.UI
BuildRewardRarityPools();
}
public LevelUpRawData CreateInitialModel(int count = 4)
public LevelUpRawData CreateInitialModel()
{
_refreshCount = 0;
if (_player == null || _player.PendingLevelPoints <= 0)
if (_player.PendingLevelPoints <= 0)
{
_currentModel = null;
return null;
}
_currentModel = BuildModel(BaseRefreshPrice, count);
_currentModel = BuildModel(GameEntry.Luban.Global.LevelUpRefreshPriceBase);
return _currentModel;
}
public LevelUpRawData TryRefresh(int refreshCost, int count = 4)
public LevelUpRawData TryRefresh(int refreshCost)
{
if (_currentModel == null)
{
return null;
}
if (_player == null || _player.Coin < refreshCost)
if (_player.Coin < refreshCost)
{
return null;
}
@@ -61,11 +60,11 @@ namespace SepCore.UI
_player.Coin -= refreshCost;
_refreshCount++;
_currentModel = BuildModel((_refreshCount + 1) * BaseRefreshPrice, count);
_currentModel = BuildModel((_refreshCount + 1) * GameEntry.Luban.Global.LevelUpRefreshPriceBase);
return _currentModel;
}
public LevelUpRawData SelectReward(int selectedIndex, int count = 4)
public LevelUpRawData SelectReward(int selectedIndex)
{
if (_currentModel?.Rewards == null)
{
@@ -74,7 +73,7 @@ namespace SepCore.UI
if (selectedIndex < 0 || selectedIndex >= _currentModel.Rewards.Count)
{
Log.Warning("LevelUpFormUseCase::SelectReward: Invalid index");
Log.Error("LevelUpFormUseCase::SelectReward: Invalid index");
return null;
}
@@ -83,7 +82,7 @@ namespace SepCore.UI
if (--_player.PendingLevelPoints > 0)
{
_refreshCount = 0;
_currentModel = BuildModel(BaseRefreshPrice, count);
_currentModel = BuildModel(GameEntry.Luban.Global.LevelUpRefreshPriceBase);
return _currentModel;
}
@@ -92,25 +91,25 @@ namespace SepCore.UI
return null;
}
private LevelUpRawData BuildModel(int refreshPrice, int count)
private LevelUpRawData BuildModel(int refreshPrice)
{
if (_allRewards == null || _allRewards.Length == 0)
if (_allRewards.Length == 0)
{
Log.Error("LevelUpFormUseCase::BuildModel(): _allRewards is empty");
return null;
}
int finalCount = count > 0 ? Mathf.Min(count, _allRewards.Length) : _allRewards.Length;
int finalCount = Mathf.Min(GameEntry.Luban.Global.LevelUpRewardCount, _allRewards.Length);
List<LevelUpRewardConfig> selections = new List<LevelUpRewardConfig>(finalCount);
int currentLevel = _player != null ? _player.CurrentLevel : 1;
int currentLevel = _player.CurrentLevel;
for (int i = 0; i < finalCount; i++)
{
Rarity rarity = RarityUtility.SelectRarityForLevel(currentLevel);
LevelUpRewardConfig reward = PickRewardByRarity(rarity);
if (reward == null)
{
Log.Warning("LevelUpFormUseCase::BuildModel(): No available reward for selection.");
Log.Error("LevelUpFormUseCase::BuildModel(): No available reward for selection.");
break;
}
@@ -126,23 +125,6 @@ namespace SepCore.UI
private void ApplyReward(LevelUpRewardConfig reward)
{
if (reward == null)
{
return;
}
if (_player == null)
{
Log.Warning("LevelUpFormUseCase::ApplyReward: Player is null");
return;
}
if (reward.Modifiers == null || reward.Modifiers.Count == 0)
{
Log.Warning("LevelUpFormUseCase::ApplyReward: Reward modifiers are empty");
return;
}
_player.AddProp(new PropItem(reward.Modifiers, reward.Rarity, reward.Title, reward.Sprite));
}
@@ -151,15 +133,8 @@ namespace SepCore.UI
_rewardsByRarity.Clear();
_validRewards.Clear();
if (_allRewards == null) return;
foreach (LevelUpRewardConfig reward in _allRewards)
{
if (reward == null)
{
continue;
}
Rarity rarity = reward.Rarity;
_validRewards.Add(reward);
@@ -25,8 +25,6 @@ namespace SepCore.UI
public class ShopUseCase : IUIUseCase
{
private const float WeaponRecycleRate = 0.3f;
private readonly Player _player;
private readonly int _currentLevel;
private readonly Action _onShopFinish;
@@ -39,8 +37,6 @@ namespace SepCore.UI
private readonly List<ShopGoodsSelection> _selections = new();
private int _refreshTime;
private Player Player => _player;
private sealed class ShopGoodsSelection
{
public GoodsType GoodsType;
@@ -63,42 +59,34 @@ namespace SepCore.UI
{
_refreshTime = 0;
Player player = Player;
if (_player == null || player == null)
{
return null;
}
int currentLevel = _currentLevel;
return new ShopRawData
{
CurrentLevel = currentLevel,
RefreshPrice = currentLevel,
PlayerCoin = player.Coin,
GoodsItems = BuildRandomGoodsItems(4),
PropItems = player.Props,
PropMaxCount = -1,
WeaponItems = player.Weapons,
WeaponMaxCount = player.WeaponCapacity
CurrentLevel = _currentLevel,
RefreshPrice = _currentLevel,
PlayerCoin = _player.Coin,
GoodsItems = BuildRandomGoodsItems(GameEntry.Luban.Global.ShopGoodsCount),
PropItems = _player.Props,
PropMaxCount = GameEntry.Luban.Global.PropMaxCount,
WeaponItems = _player.Weapons,
WeaponMaxCount = _player.WeaponCapacity
};
}
public ShopRefreshResult TryRefresh(int cost)
{
Player player = Player;
if (player == null || _player == null || player.Coin < cost)
if (_player.Coin < cost)
{
return null;
}
player.Coin -= cost;
_player.Coin -= cost;
int refreshPrice = (_refreshTime + 1) * _currentLevel;
_refreshTime++;
return new ShopRefreshResult
{
GoodsItems = BuildRandomGoodsItems(4),
GoodsItems = BuildRandomGoodsItems(GameEntry.Luban.Global.ShopGoodsCount),
RefreshPrice = refreshPrice
};
}
@@ -107,7 +95,7 @@ namespace SepCore.UI
{
if (goodsIndex < 0 || goodsIndex >= _selections.Count)
{
Log.Warning("ShopFormUseCase::TryPurchase: Invalid index");
Log.Error("ShopFormUseCase::TryPurchase: Invalid index");
return null;
}
@@ -118,8 +106,7 @@ namespace SepCore.UI
return null;
}
Player player = Player;
if (player == null || player.Coin < selection.Price)
if (_player.Coin < selection.Price)
{
return null;
}
@@ -130,7 +117,7 @@ namespace SepCore.UI
return null;
}
player.Coin -= selection.Price;
_player.Coin -= selection.Price;
_selections[goodsIndex] = null;
return new ShopPurchaseResult
@@ -147,7 +134,7 @@ namespace SepCore.UI
private List<GoodsItemRawData> BuildRandomGoodsItems(int count)
{
if (_allGoods == null || _allGoods.Count == 0)
if (_allGoods.Count == 0)
{
Log.Error("ShopFormUseCase::BuildRandomGoodsItems(): _allGoods is empty");
return null;
@@ -157,7 +144,8 @@ namespace SepCore.UI
List<GoodsItemRawData> goodsItems = new List<GoodsItemRawData>(finalCount);
_selections.Clear();
int currentLevel = _currentLevel > 0 ? _currentLevel : 1;
int currentLevel = _currentLevel;
float priceRandomPercent = GameEntry.Luban.Global.ShopPriceRandomPercent / 1000f;
for (int i = 0; i < finalCount; i++)
{
@@ -165,7 +153,7 @@ namespace SepCore.UI
GoodsConfig goodsConfig = PickGoodsByRarity(rarity);
if (goodsConfig == null)
{
Log.Warning("ShopFormUseCase::BuildRandomGoodsItems: No available goods for selection.");
Log.Error("ShopFormUseCase::BuildRandomGoodsItems: No available goods for selection.");
break;
}
@@ -176,9 +164,8 @@ namespace SepCore.UI
{
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.PropId);
int basePrice = propConfig.Price;
float randomPercent = 0.05f;
price = CalculateRandomizedPrice(basePrice, randomPercent);
price = CalculateRandomizedPrice(basePrice, priceRandomPercent);
goodsItem.ItemType = ItemType.Prop;
goodsItem.Rarity = propConfig.Rarity;
goodsItem.DataRow = propConfig;
@@ -187,9 +174,8 @@ namespace SepCore.UI
{
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goodsConfig.WeaponType);
int basePrice = weaponConfig.Price;
float randomPercent = 0.05f;
price = CalculateRandomizedPrice(basePrice, randomPercent);
price = CalculateRandomizedPrice(basePrice, priceRandomPercent);
goodsItem.ItemType = ItemType.Weapon;
goodsItem.Rarity = weaponConfig.Rarity;
goodsItem.DataRow = weaponConfig;
@@ -222,12 +208,8 @@ namespace SepCore.UI
_goodsByRarity.Clear();
_validGoods.Clear();
if (_allGoods == null) return;
foreach (GoodsConfig goods in _allGoods)
{
if (goods == null) continue;
if (!TryGetGoodsRarity(goods, out Rarity rarity))
{
continue;
@@ -263,10 +245,6 @@ namespace SepCore.UI
private bool TryGetGoodsRarity(GoodsConfig goods, out Rarity rarity)
{
rarity = Rarity.None;
if (goods == null)
{
return false;
}
if (goods.GoodsType == GoodsType.Prop)
{
@@ -293,30 +271,17 @@ namespace SepCore.UI
private static int CalculateRandomizedPrice(int basePrice, float priceRandomPercent)
{
float normalizedPercent = priceRandomPercent > 1f ? priceRandomPercent / 100f : priceRandomPercent;
normalizedPercent = Mathf.Max(0f, normalizedPercent);
float offsetPercent = Random.Range(-normalizedPercent, normalizedPercent);
float offsetPercent = Random.Range(-priceRandomPercent, priceRandomPercent);
int finalPrice = Mathf.RoundToInt(basePrice * (1f + offsetPercent));
return Mathf.Max(1, finalPrice);
return Mathf.Max(GameEntry.Luban.Global.ShopMinPrice, finalPrice);
}
private async UniTask<DisplayItemRawData> ApplyGoodsPurchaseAsync(ShopGoodsSelection goods)
{
if (goods == null || Player == null)
{
return null;
}
if (goods.GoodsType == GoodsType.Prop)
{
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.PropId);
if (propConfig.Modifiers == null || propConfig.Modifiers.Count == 0)
{
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Prop modifiers are empty");
return null;
}
Player.AddProp(new PropItem(propConfig));
_player.AddProp(new PropItem(propConfig));
return new DisplayItemRawData
{
IconAssetName = propConfig.Sprite,
@@ -327,7 +292,7 @@ namespace SepCore.UI
if (goods.GoodsType == GoodsType.Weapon)
{
if (Player.Weapons != null && Player.Weapons.Count >= Player.WeaponCapacity)
if (_player.Weapons.Count >= _player.WeaponCapacity)
{
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Weapon capacity is full.");
return null;
@@ -335,9 +300,9 @@ namespace SepCore.UI
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goods.WeaponType);
int id = GameEntry.Entity.NextId();
var weaponData = EntityDataFactory.Create(id, weaponConfig, Player.Id, CampType.Player);
var weaponData = EntityDataFactory.Create(id, weaponConfig, _player.Id, CampType.Player);
WeaponBase weapon = await Player.AddWeaponAsync(weaponData);
WeaponBase weapon = await _player.AddWeaponAsync(weaponData);
if (weapon == null)
{
Log.Warning(
@@ -358,7 +323,7 @@ namespace SepCore.UI
public bool TryRecycleWeapon(int argsIndex, int argsPrice)
{
var weapons = Player.Weapons;
var weapons = _player.Weapons;
if (weapons.Count <= 1)
{
Log.Warning("ShopFormUseCase::TryRecycleWeapon: Can not recycle the last weapon.");
@@ -368,19 +333,19 @@ namespace SepCore.UI
var weapon = weapons[argsIndex];
int recyclePrice = Mathf.Max(0, argsPrice);
if (!Player.RemoveWeapon(weapon))
if (!_player.RemoveWeapon(weapon))
{
Log.Warning("ShopFormUseCase::TryRecycleWeapon: Remove weapon failed.");
return false;
}
Player.Coin += recyclePrice;
_player.Coin += recyclePrice;
return true;
}
public int CalculateRecyclePrice(int basePrice)
{
return Mathf.FloorToInt(basePrice * WeaponRecycleRate);
return Mathf.FloorToInt(basePrice * (GameEntry.Luban.Global.WeaponRecycleRate / 1000f));
}
}
}