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 2026-06-06 14:12:05 +08:00 committed by basil
parent a721670b36
commit 0bab6ecbc5
8 changed files with 107 additions and 118 deletions

View File

@ -448,6 +448,11 @@ namespace SepCore.UI
} }
private void ShopPurchase(object sender, GameEventArgs e) private void ShopPurchase(object sender, GameEventArgs e)
{
ShopPurchaseAsync(sender, e).Forget();
}
private async UniTaskVoid ShopPurchaseAsync(object sender, GameEventArgs e)
{ {
if (sender is not ShopForm) if (sender is not ShopForm)
{ {
@ -459,7 +464,7 @@ namespace SepCore.UI
return; return;
} }
ShopPurchaseResult result = _useCase.TryPurchase(args.GoodsIndex); ShopPurchaseResult result = await _useCase.TryPurchaseAsync(args.GoodsIndex);
if (result == null) if (result == null)
{ {
return; return;

View File

@ -10,12 +10,11 @@ namespace SepCore.Procedure
{ {
public abstract GameStateType GameStateType { get; } public abstract GameStateType GameStateType { get; }
public abstract void OnInit(ProcedureGame master); public abstract void OnInit(ProcedureGame master);
public abstract void OnEnter(IFsm<IProcedureManager> procedureOwner); public abstract void OnEnter();
public abstract void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, public abstract void OnUpdate(float elapseSeconds, float realElapseSeconds);
float realElapseSeconds);
public abstract void OnLeave(IFsm<IProcedureManager> procedureOwner); public abstract void OnLeave();
public abstract void OnDestroy(IFsm<IProcedureManager> procedureOwner); public abstract void OnDestroy();
} }
} }

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@ -38,7 +38,7 @@ namespace SepCore.Procedure
_procedureGame = master; _procedureGame = master;
} }
public override void OnEnter(IFsm<IProcedureManager> procedureOwner) public override void OnEnter()
{ {
_currentLevel = _procedureGame.CurrentLevel; _currentLevel = _procedureGame.CurrentLevel;
@ -55,8 +55,7 @@ namespace SepCore.Procedure
if (Player != null) Player.Enable = true; if (Player != null) Player.Enable = true;
} }
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
float realElapseSeconds)
{ {
if (_levelTimeLeft < 0) if (_levelTimeLeft < 0)
{ {
@ -77,7 +76,7 @@ namespace SepCore.Procedure
GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft)); GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft));
} }
public override void OnLeave(IFsm<IProcedureManager> procedureOwner) public override void OnLeave()
{ {
// 隐藏所有敌人实体 // 隐藏所有敌人实体
_enemyManager.OnReset(); _enemyManager.OnReset();
@ -97,7 +96,7 @@ namespace SepCore.Procedure
HideEntityGroup("EnemyProjectile"); HideEntityGroup("EnemyProjectile");
} }
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner) public override void OnDestroy()
{ {
_enemyManager = null; _enemyManager = null;
_procedureGame = null; _procedureGame = null;

View File

@ -12,7 +12,7 @@ namespace SepCore.Procedure
public override GameStateType GameStateType => GameStateType.LevelUp; public override GameStateType GameStateType => GameStateType.LevelUp;
private ProcedureGame _procedureGame; private ProcedureGame _procedureGame;
public bool IsCompleted { get; set; } public bool IsCompleted { get; set; }
#region FSM #region FSM
@ -22,22 +22,21 @@ namespace SepCore.Procedure
Log.Debug("GameStateLevelUp::OnInit"); Log.Debug("GameStateLevelUp::OnInit");
_procedureGame = master; _procedureGame = master;
var useCase = new LevelUpUseCase(_procedureGame.Player, () => IsCompleted = true); var useCase = new LevelUpUseCase(_procedureGame.Player, () => IsCompleted = true);
GameEntry.UIRouter.BindUIUseCase(UIFormType.LevelUpForm, useCase); GameEntry.UIRouter.BindUIUseCase(UIFormType.LevelUpForm, useCase);
} }
public override void OnEnter(IFsm<IProcedureManager> procedureOwner) public override void OnEnter()
{ {
Log.Debug("GameStateLevelUp::OnEnter"); Log.Debug("GameStateLevelUp::OnEnter");
IsCompleted = false; IsCompleted = false;
GameEntry.UIRouter.OpenUIAsync(UIFormType.LevelUpForm).Forget(); GameEntry.UIRouter.OpenUIAsync(UIFormType.LevelUpForm).Forget();
} }
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
float realElapseSeconds)
{ {
if (IsCompleted) if (IsCompleted)
{ {
@ -45,14 +44,14 @@ namespace SepCore.Procedure
} }
} }
public override void OnLeave(IFsm<IProcedureManager> procedureOwner) public override void OnLeave()
{ {
Log.Debug("GameStateLevelUp::OnLeave"); Log.Debug("GameStateLevelUp::OnLeave");
GameEntry.UIRouter.CloseUIAsync(UIFormType.LevelUpForm).Forget(); GameEntry.UIRouter.CloseUIAsync(UIFormType.LevelUpForm).Forget();
} }
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner) public override void OnDestroy()
{ {
_procedureGame = null; _procedureGame = null;
@ -60,6 +59,5 @@ namespace SepCore.Procedure
} }
#endregion #endregion
} }
} }

View File

@ -21,12 +21,13 @@ namespace SepCore.Procedure
{ {
Log.Debug("GameStateShop::OnInit"); Log.Debug("GameStateShop::OnInit");
_procedureGame = master; _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); GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
} }
public override void OnEnter(IFsm<IProcedureManager> procedureOwner) public override void OnEnter()
{ {
Log.Debug("GameStateShop::OnEnter"); Log.Debug("GameStateShop::OnEnter");
@ -35,8 +36,7 @@ namespace SepCore.Procedure
GameEntry.UIRouter.OpenUIAsync(UIFormType.ShopForm).Forget(); GameEntry.UIRouter.OpenUIAsync(UIFormType.ShopForm).Forget();
} }
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
float realElapseSeconds)
{ {
if (ShopFinish) if (ShopFinish)
{ {
@ -44,14 +44,14 @@ namespace SepCore.Procedure
} }
} }
public override void OnLeave(IFsm<IProcedureManager> procedureOwner) public override void OnLeave()
{ {
Log.Debug("GameStateShop::OnLeave"); Log.Debug("GameStateShop::OnLeave");
GameEntry.UIRouter.CloseUIAsync(UIFormType.ShopForm).Forget(); GameEntry.UIRouter.CloseUIAsync(UIFormType.ShopForm).Forget();
} }
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner) public override void OnDestroy()
{ {
_procedureGame = null; _procedureGame = null;
@ -60,4 +60,4 @@ namespace SepCore.Procedure
#endregion #endregion
} }
} }

View File

@ -1,13 +1,13 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using SepCore.DataTable; using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
using SepCore.Entity; using SepCore.Entity;
using GameFramework.Event;
using GameFramework.Fsm; using GameFramework.Fsm;
using GameFramework.Procedure; using GameFramework.Procedure;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
using SepCore.UI; using SepCore.AsyncTask;
namespace SepCore.Procedure namespace SepCore.Procedure
{ {
@ -23,10 +23,6 @@ namespace SepCore.Procedure
{ {
public override bool UseNativeDialog => false; public override bool UseNativeDialog => false;
private HudForm _hudForm;
private bool _hudInitialized;
private IFsm<IProcedureManager> _procedureOwner;
private PlayerData _currentPlayerData; private PlayerData _currentPlayerData;
public int CurrentLevel = 1; public int CurrentLevel = 1;
@ -50,7 +46,7 @@ namespace SepCore.Procedure
_gameStates[GameStateType.Shop].OnInit(this); _gameStates[GameStateType.Shop].OnInit(this);
_currentGameState = GameStateType.Battle; _currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner); _gameStates[_currentGameState].OnEnter();
} }
public void BattleToShopOrLevelUp() public void BattleToShopOrLevelUp()
@ -58,27 +54,27 @@ namespace SepCore.Procedure
CurrentLevel++; CurrentLevel++;
if (_currentGameState == GameStateType.Shop || _currentGameState == GameStateType.LevelUp) return; if (_currentGameState == GameStateType.Shop || _currentGameState == GameStateType.LevelUp) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner); _gameStates[_currentGameState].OnLeave();
_currentGameState = Player.PendingLevelPoints > 0 ? GameStateType.LevelUp : GameStateType.Shop; _currentGameState = Player.PendingLevelPoints > 0 ? GameStateType.LevelUp : GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner); _gameStates[_currentGameState].OnEnter();
} }
public void ShopToBattle() public void ShopToBattle()
{ {
if (_currentGameState == GameStateType.Battle) return; if (_currentGameState == GameStateType.Battle) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner); _gameStates[_currentGameState].OnLeave();
_currentGameState = GameStateType.Battle; _currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner); _gameStates[_currentGameState].OnEnter();
} }
public void LevelUpToShop() public void LevelUpToShop()
{ {
if (_currentGameState == GameStateType.Shop) return; if (_currentGameState == GameStateType.Shop) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner); _gameStates[_currentGameState].OnLeave();
_currentGameState = GameStateType.Shop; _currentGameState = GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner); _gameStates[_currentGameState].OnEnter();
} }
#region FSM #region FSM
@ -87,87 +83,65 @@ namespace SepCore.Procedure
{ {
base.OnEnter(procedureOwner); base.OnEnter(procedureOwner);
_procedureOwner = procedureOwner;
GameEntry.SimulationWorld?.ClearSimulationState(); GameEntry.SimulationWorld?.ClearSimulationState();
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
CurrentLevel = 1; CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001); _currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
GameEntry.UIRouter.OpenUIAsync(UIFormType.HudForm).Forget(); EnterAsync(procedureOwner).Forget();
} }
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds) float realElapseSeconds)
{ {
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
_gameStates?[_currentGameState].OnUpdate(elapseSeconds, realElapseSeconds);
_procedureOwner = procedureOwner;
if (!_hudInitialized && _hudForm != null && Player != null)
{
int selectedRoleId = _procedureOwner.GetData<VarInt32>("SelectedRoleId").Value;
var role = GameEntry.DataTable.GetDataTableRow<DRRole>(selectedRoleId);
Player.InitRole(role);
_hudInitialized = true;
InitGameState();
}
if (_hudInitialized)
_gameStates[_currentGameState].OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
} }
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown) protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{ {
foreach (var state in _gameStates.Values) if (_gameStates != null)
{ {
state.OnDestroy(procedureOwner); foreach (var state in _gameStates.Values)
} {
state.OnDestroy();
}
_gameStates.Clear(); _gameStates.Clear();
}
GameEntry.UIRouter.CloseUIAsync(UIFormType.HudForm).Forget(); GameEntry.UIRouter.CloseUIAsync(UIFormType.HudForm).Forget();
_hudForm = null;
Player = null; Player = null;
_procedureOwner = null;
GameEntry.SimulationWorld?.ClearSimulationState(); GameEntry.SimulationWorld?.ClearSimulationState();
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
base.OnLeave(procedureOwner, isShutdown); base.OnLeave(procedureOwner, isShutdown);
} }
#endregion #endregion
#region Event Handler private async UniTaskVoid EnterAsync(IFsm<IProcedureManager> procedureOwner)
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{ {
if (!(e is OpenUIFormSuccessEventArgs args)) return; try
if (args.UIForm.Logic is HudForm hudForm)
{ {
_hudForm = hudForm; Player = await GameEntry.Entity.ShowPlayerAsync(_currentPlayerData);
await GameEntry.UIRouter.OpenUIAsync(UIFormType.HudForm);
int selectedRoleId = procedureOwner.GetData<VarInt32>("SelectedRoleId").Value;
var role = GameEntry.DataTable.GetDataTableRow<DRRole>(selectedRoleId);
if (role == null)
{
Log.Error("ProcedureGame.EnterAsync() can not load role '{0}'.", selectedRoleId.ToString());
return;
}
Player.InitRole(role);
InitGameState();
}
catch (Exception exception)
{
Log.Error("ProcedureGame.EnterAsync() failed with exception '{0}'.", exception);
} }
} }
private void ShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.Entity.Logic is Player player)
{
Player = player;
}
}
#endregion
} }
} }

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@ -1,13 +1,13 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using SepCore.Components; using SepCore.Components;
using SepCore.Event; using SepCore.Event;
using SepCore.DataTable; using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
using SepCore.Entity;
using GameFramework.Event;
using UnityGameFramework.Runtime;
using SepCore.Entity.Weapon; using SepCore.Entity.Weapon;
using SepCore.CustomUtility; using SepCore.CustomUtility;
using SepCore.AsyncTask;
namespace SepCore.Entity namespace SepCore.Entity
{ {
@ -92,6 +92,28 @@ namespace SepCore.Entity
return _backpackComponent.AttachProp(prop); return _backpackComponent.AttachProp(prop);
} }
public async UniTask<WeaponBase> AddWeaponAsync(WeaponData weaponData, float timeout = 30f)
{
if (weaponData == null || _backpackComponent == null)
{
return null;
}
WeaponBase weapon = await GameEntry.Entity.ShowWeaponAsync(weaponData, timeout);
if (weapon == null)
{
return null;
}
if (!_backpackComponent.AttachWeapon(weapon))
{
GameEntry.Entity.HideEntity(weapon);
return null;
}
return weapon;
}
public bool RemoveWeapon(WeaponBase weapon) public bool RemoveWeapon(WeaponBase weapon)
{ {
if (weapon == null || _backpackComponent == null) if (weapon == null || _backpackComponent == null)
@ -141,8 +163,8 @@ namespace SepCore.Entity
// BackpackComponent // BackpackComponent
Coin = role.Coin; Coin = role.Coin;
_backpackComponent.OnInit(this, role.WeaponCapacity); _backpackComponent.OnInit(this, role.WeaponCapacity);
GameEntry.Entity.ShowWeapon(EntityDataFactory.Create(GameEntry.Entity.NextId(), AddWeaponAsync(EntityDataFactory.Create(GameEntry.Entity.NextId(),
WeaponType.WeaponKnife, Id, _playerData.Camp)); WeaponType.WeaponKnife, Id, _playerData.Camp)).Forget();
// StatComponent // StatComponent
foreach (var modifier in role.InitialProperties) foreach (var modifier in role.InitialProperties)
@ -158,8 +180,7 @@ namespace SepCore.Entity
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, 100)); GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, 100));
GameEntry.Event.Fire(this, GameEntry.Event.Fire(this, PlayerCoinChangeEventArgs.Create(Coin, Coin));
PlayerCoinChangeEventArgs.Create(Coin, Coin));
} }
#region FSM #region FSM
@ -190,8 +211,6 @@ namespace SepCore.Entity
{ {
base.OnShow(userData); base.OnShow(userData);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
_statComponent.OnInit(); _statComponent.OnInit();
if (userData is PlayerData playerData) if (userData is PlayerData playerData)
@ -230,18 +249,5 @@ namespace SepCore.Entity
} }
#endregion #endregion
#region Event Handlers
private void ShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.Entity.Logic is WeaponBase weapon)
{
_backpackComponent.AttachWeapon(weapon);
}
}
#endregion
} }
} }

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@ -1,10 +1,12 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Cysharp.Threading.Tasks;
using SepCore.DataTable; using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
using SepCore.Entity; using SepCore.Entity;
using SepCore.CustomUtility; using SepCore.CustomUtility;
using SepCore.Entity.Weapon;
using GameFramework.DataTable; using GameFramework.DataTable;
using UnityEngine; using UnityEngine;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
@ -107,7 +109,7 @@ namespace SepCore.UI
}; };
} }
public ShopPurchaseResult TryPurchase(int goodsIndex) public async UniTask<ShopPurchaseResult> TryPurchaseAsync(int goodsIndex)
{ {
if (goodsIndex < 0 || goodsIndex >= _selections.Count) if (goodsIndex < 0 || goodsIndex >= _selections.Count)
{ {
@ -128,7 +130,7 @@ namespace SepCore.UI
return null; return null;
} }
DisplayItemRawData displayItem = ApplyGoodsPurchase(selection); DisplayItemRawData displayItem = await ApplyGoodsPurchaseAsync(selection);
if (displayItem == null) if (displayItem == null)
{ {
return null; return null;
@ -318,7 +320,7 @@ namespace SepCore.UI
return Mathf.Max(1, finalPrice); return Mathf.Max(1, finalPrice);
} }
private DisplayItemRawData ApplyGoodsPurchase(ShopGoodsSelection goods) private async UniTask<DisplayItemRawData> ApplyGoodsPurchaseAsync(ShopGoodsSelection goods)
{ {
if (goods == null || Player == null) if (goods == null || Player == null)
{ {
@ -362,7 +364,13 @@ namespace SepCore.UI
return null; return null;
} }
GameEntry.Entity.ShowWeapon(weaponData); WeaponBase weapon = await Player.AddWeaponAsync(weaponData);
if (weapon == null)
{
Log.Warning(
$"ShopFormUseCase::ApplyGoodsPurchase: Show weapon failed, weapon type id = {goods.GoodsTypeId}");
return null;
}
return new DisplayItemRawData return new DisplayItemRawData
{ {