引入 UISerializationRoot 和 Item
- 完成 MenuForm 和 SelectRoleForm 的迁移
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using System.Collections.Generic;
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using System.Linq;
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using SepCore.Definition;
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using SepCore.Procedure;
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using UnityGameFramework.Runtime;
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using Random = UnityEngine.Random;
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namespace SepCore.UI
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{
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public class SelectRoleUseCase : IUIUseCase
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{
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private readonly IProcedureMenu _procedureMenu;
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public string SelectedRoleName { get; private set; }
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public SelectRoleUseCase(IProcedureMenu procedureMenu)
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{
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_procedureMenu = procedureMenu;
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}
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public SelectRoleRawData CreateModel()
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{
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return BuildModel(null);
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}
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public SelectRoleRawData SelectRole(string roleName)
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{
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SelectedRoleName = roleName;
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return BuildModel(roleName);
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}
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public SelectRoleRawData ClearSelection()
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{
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SelectedRoleName = null;
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return BuildModel(null);
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}
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public bool ConfirmSelectedRole()
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{
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var roles = GameEntry.Luban.GetTable<RoleConfig>();
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if (string.IsNullOrEmpty(SelectedRoleName))
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{
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int randomIndex = Random.Range(0, roles.Count);
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SelectedRoleName = roles[randomIndex].Name;
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}
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_procedureMenu.ConfirmSelectRole(SelectedRoleName);
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return true;
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}
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private SelectRoleRawData BuildModel(string selectedRoleName)
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{
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IReadOnlyList<RoleConfig> roles = GameEntry.Luban.GetTable<RoleConfig>();
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int count = roles.Count;
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RoleItemRawData[] roleItems = new RoleItemRawData[count];
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for (int i = 0; i < count; i++)
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{
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roleItems[i] = new RoleItemRawData
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{
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RoleName = roles[i].Name,
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IconName = roles[i].Sprite
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};
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}
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ShowAreaRawData selectedRoleData = null;
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if (!string.IsNullOrEmpty(selectedRoleName))
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{
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RoleConfig selectedRole = roles.FirstOrDefault(r => r.Name == selectedRoleName);
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if (selectedRole == null)
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{
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Log.Error("SelectRoleUseCase.BuildModel() role '{0}' is not found.", selectedRoleName);
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}
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else
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{
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selectedRoleData = new ShowAreaRawData
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{
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Name = selectedRole.Name,
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InitialProperties = selectedRole.Modifiers
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};
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}
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}
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return new SelectRoleRawData
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{
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RoleItems = roleItems,
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SelectedRole = selectedRoleData
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};
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}
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}
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}
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