迁移 Player/ProcedureGame/ShopUseCase 里的实体方法调用风格

- Player/ShopUseCase:调整了 Weapon 实体的打开方式
- ProcedureGame:调整初始化时的 Hud 和 Player 的初始化写法,流程更清楚
This commit is contained in:
SepComet
2026-06-16 17:09:19 +08:00
committed by basil
parent a721670b36
commit 0bab6ecbc5
8 changed files with 107 additions and 118 deletions
@@ -21,12 +21,13 @@ namespace SepCore.Procedure
{
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
var shopFormUseCase = new ShopUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
var shopFormUseCase =
new ShopUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
public override void OnEnter()
{
Log.Debug("GameStateShop::OnEnter");
@@ -35,8 +36,7 @@ namespace SepCore.Procedure
GameEntry.UIRouter.OpenUIAsync(UIFormType.ShopForm).Forget();
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (ShopFinish)
{
@@ -44,14 +44,14 @@ namespace SepCore.Procedure
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
public override void OnLeave()
{
Log.Debug("GameStateShop::OnLeave");
GameEntry.UIRouter.CloseUIAsync(UIFormType.ShopForm).Forget();
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
public override void OnDestroy()
{
_procedureGame = null;
@@ -60,4 +60,4 @@ namespace SepCore.Procedure
#endregion
}
}
}