第一批重构,主要是物理迁移脚本和部分命名空间的调整
- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹 - 调整 DataTable 和 Definition 下脚本的命名空间 - 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
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namespace UI
|
||||
{
|
||||
public interface IUIFormController
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||||
{
|
||||
int? OpenUI(object userData = null);
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void CloseUI();
|
||||
void BindUseCase(IUIUseCase useCase);
|
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UI
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{
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public interface IUIUseCase
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||||
{
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,245 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using StarForce;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityGameFramework.Runtime;
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|
||||
namespace UI
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{
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public abstract class UGuiForm : UIFormLogic
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{
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public const int DepthFactor = 100;
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private const float FadeTime = 0.3f;
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|
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private static Font _mainFont = null;
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private static TMP_FontAsset _mainTMPFont = null;
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private Canvas _cachedCanvas = null;
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private CanvasGroup _canvasGroup = null;
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private List<Canvas> _cachedCanvasContainer = new List<Canvas>();
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|
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public int OriginalDepth { get; private set; }
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|
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public int Depth => _cachedCanvas.sortingOrder;
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|
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public void Close(bool ignoreFade = false)
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{
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StopAllCoroutines();
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|
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if (ignoreFade)
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||||
{
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GameEntry.UI.CloseUIForm(this);
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}
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else
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{
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StartCoroutine(CloseCo(FadeTime));
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}
|
||||
}
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|
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public void PlayUISound(int uiSoundId)
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{
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GameEntry.Sound.PlayUISound(uiSoundId);
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}
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|
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public static void SetMainFont(Font mainFont)
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{
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if (mainFont == null)
|
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{
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Log.Error("Main font is invalid.");
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return;
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}
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_mainFont = mainFont;
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}
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|
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public static void SetMainTMPFont(TMP_FontAsset mainTMPFont)
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{
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if (mainTMPFont == null)
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||||
{
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Log.Error("Main font is invalid.");
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return;
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}
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|
||||
_mainTMPFont = mainTMPFont;
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}
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||||
|
||||
#if UNITY_2017_3_OR_NEWER
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protected override void OnInit(object userData)
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#else
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protected internal override void OnInit(object userData)
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#endif
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{
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base.OnInit(userData);
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|
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_cachedCanvas = gameObject.GetOrAddComponent<Canvas>();
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_cachedCanvas.overrideSorting = true;
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OriginalDepth = _cachedCanvas.sortingOrder;
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_canvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();
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|
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RectTransform rect = GetComponent<RectTransform>();
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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||||
rect.anchoredPosition = Vector2.zero;
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||||
rect.sizeDelta = Vector2.zero;
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||||
|
||||
gameObject.GetOrAddComponent<GraphicRaycaster>();
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||||
|
||||
if (_mainTMPFont == null)
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||||
{
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||||
Log.Warning("Main TMP font isn't set.");
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||||
}
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||||
else
|
||||
{
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var tmp_texts = GetComponentsInChildren<TMP_Text>(true);
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||||
foreach (var text in tmp_texts)
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||||
{
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||||
text.font = _mainTMPFont;
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// if (!string.IsNullOrEmpty(text.text))
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// {
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// text.text = GameEntry.Localization.GetString(text.text);
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||||
// }
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||||
}
|
||||
}
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||||
|
||||
if (_mainFont == null)
|
||||
{
|
||||
Log.Warning("Main font isn't set.");
|
||||
}
|
||||
else
|
||||
{
|
||||
var texts = GetComponentsInChildren<Text>(true);
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||||
foreach (var text in texts)
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||||
{
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||||
text.font = _mainFont;
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||||
// if (!string.IsNullOrEmpty(text.text))
|
||||
// {
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||||
// text.text = GameEntry.Localization.GetString(text.text);
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||||
// }
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||||
}
|
||||
}
|
||||
}
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||||
|
||||
#if UNITY_2017_3_OR_NEWER
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protected override void OnRecycle()
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||||
#else
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||||
protected internal override void OnRecycle()
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||||
#endif
|
||||
{
|
||||
base.OnRecycle();
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnOpen(object userData)
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||||
#else
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||||
protected internal override void OnOpen(object userData)
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||||
#endif
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||||
{
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||||
base.OnOpen(userData);
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||||
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||||
_canvasGroup.alpha = 0f;
|
||||
StopAllCoroutines();
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||||
StartCoroutine(_canvasGroup.FadeToAlpha(1f, FadeTime));
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnClose(bool isShutdown, object userData)
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||||
#else
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||||
protected internal override void OnClose(bool isShutdown, object userData)
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||||
#endif
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||||
{
|
||||
base.OnClose(isShutdown, userData);
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnPause()
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||||
#else
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||||
protected internal override void OnPause()
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||||
#endif
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||||
{
|
||||
base.OnPause();
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnResume()
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||||
#else
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||||
protected internal override void OnResume()
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||||
#endif
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||||
{
|
||||
base.OnResume();
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||||
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||||
_canvasGroup.alpha = 0f;
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StopAllCoroutines();
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StartCoroutine(_canvasGroup.FadeToAlpha(1f, FadeTime));
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnCover()
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#else
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||||
protected internal override void OnCover()
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||||
#endif
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||||
{
|
||||
base.OnCover();
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnReveal()
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||||
#else
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||||
protected internal override void OnReveal()
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||||
#endif
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||||
{
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||||
base.OnReveal();
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnRefocus(object userData)
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||||
#else
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||||
protected internal override void OnRefocus(object userData)
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||||
#endif
|
||||
{
|
||||
base.OnRefocus(userData);
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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||||
#else
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||||
protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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||||
#endif
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||||
{
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||||
base.OnUpdate(elapseSeconds, realElapseSeconds);
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||||
}
|
||||
|
||||
#if UNITY_2017_3_OR_NEWER
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||||
protected override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
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||||
#else
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||||
protected internal override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
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||||
#endif
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||||
{
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||||
int oldDepth = Depth;
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base.OnDepthChanged(uiGroupDepth, depthInUIGroup);
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int deltaDepth = UGuiGroupHelper.DepthFactor * uiGroupDepth + DepthFactor * depthInUIGroup - oldDepth +
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OriginalDepth;
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GetComponentsInChildren(true, _cachedCanvasContainer);
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for (int i = 0; i < _cachedCanvasContainer.Count; i++)
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{
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_cachedCanvasContainer[i].sortingOrder += deltaDepth;
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||||
}
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_cachedCanvasContainer.Clear();
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||||
}
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||||
|
||||
private IEnumerator CloseCo(float duration)
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||||
{
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||||
yield return _canvasGroup.FadeToAlpha(0f, duration);
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||||
GameEntry.UI.CloseUIForm(this);
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
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||||
guid: 0b92f84dc56dc764a9c261fe47df5520
|
||||
timeCreated: 1528026161
|
||||
licenseType: Pro
|
||||
MonoImporter:
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@@ -0,0 +1,53 @@
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//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
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using UnityEngine;
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||||
using UnityEngine.UI;
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||||
using UnityGameFramework.Runtime;
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||||
|
||||
namespace UI
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||||
{
|
||||
/// <summary>
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||||
/// uGUI 界面组辅助器。
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||||
/// </summary>
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||||
public class UGuiGroupHelper : UIGroupHelperBase
|
||||
{
|
||||
public const int DepthFactor = 10000;
|
||||
|
||||
private int m_Depth = 0;
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||||
private Canvas m_CachedCanvas = null;
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||||
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||||
/// <summary>
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||||
/// 设置界面组深度。
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||||
/// </summary>
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||||
/// <param name="depth">界面组深度。</param>
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||||
public override void SetDepth(int depth)
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||||
{
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||||
m_Depth = depth;
|
||||
m_CachedCanvas.overrideSorting = true;
|
||||
m_CachedCanvas.sortingOrder = DepthFactor * depth;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
|
||||
gameObject.GetOrAddComponent<GraphicRaycaster>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
m_CachedCanvas.overrideSorting = true;
|
||||
m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;
|
||||
|
||||
RectTransform rect = GetComponent<RectTransform>();
|
||||
rect.anchorMin = Vector2.zero;
|
||||
rect.anchorMax = Vector2.one;
|
||||
rect.anchoredPosition = Vector2.zero;
|
||||
rect.sizeDelta = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05a35a4a1f7dd5646a70cb1a73348780
|
||||
timeCreated: 1528026161
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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@@ -0,0 +1,10 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class UIContext
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
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|
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MonoImporter:
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@@ -0,0 +1,160 @@
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using GameFramework.DataTable;
|
||||
using GameFramework.UI;
|
||||
using System.Collections;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using CustomUtility;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public static class UIExtension
|
||||
{
|
||||
public static IEnumerator FadeToAlpha(this CanvasGroup canvasGroup, float alpha, float duration)
|
||||
{
|
||||
float time = 0f;
|
||||
float originalAlpha = canvasGroup.alpha;
|
||||
while (time < duration)
|
||||
{
|
||||
time += Time.deltaTime;
|
||||
canvasGroup.alpha = Mathf.Lerp(originalAlpha, alpha, time / duration);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
|
||||
canvasGroup.alpha = alpha;
|
||||
}
|
||||
|
||||
public static IEnumerator SmoothValue(this Slider slider, float value, float duration)
|
||||
{
|
||||
float time = 0f;
|
||||
float originalValue = slider.value;
|
||||
while (time < duration)
|
||||
{
|
||||
time += Time.deltaTime;
|
||||
slider.value = Mathf.Lerp(originalValue, value, time / duration);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
|
||||
slider.value = value;
|
||||
}
|
||||
|
||||
public static bool HasUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.HasUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static bool HasUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
return uiComponent.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return uiGroup.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.GetUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
UIForm uiForm = null;
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
uiForm = uiComponent.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
uiForm = (UIForm)uiGroup.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
public static void CloseUIForm(this UIComponent uiComponent, UGuiForm uiForm)
|
||||
{
|
||||
uiComponent.CloseUIForm(uiForm.UIForm);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, UIFormType uiFormType, object userData = null)
|
||||
{
|
||||
return uiComponent.OpenUIForm((int)uiFormType, userData);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, int uiFormId, object userData = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
Log.Warning("Can not load UI form '{0}' from data table.", uiFormId.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (!drUIForm.AllowMultiInstance)
|
||||
{
|
||||
if (uiComponent.IsLoadingUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (uiComponent.HasUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
return uiComponent.OpenUIForm(assetName, drUIForm.UIGroupName, Constant.AssetPriority.UIFormAsset, drUIForm.PauseCoveredUIForm, userData);
|
||||
}
|
||||
|
||||
private static void OpenNativeDialog(DialogFormRawData rawData)
|
||||
{
|
||||
// TODO:这里应该弹出原生对话框,先简化实现为直接按确认按钮
|
||||
if (rawData != null && rawData.OnClickConfirm != null)
|
||||
{
|
||||
rawData.OnClickConfirm(rawData.UserData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cfc2c881ce240349901812c61f4476b
|
||||
timeCreated: 1528026162
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,10 @@
|
||||
namespace UI
|
||||
{
|
||||
public abstract class UIFormControllerBase<TContext> : IUIFormController where TContext : UIContext
|
||||
{
|
||||
protected abstract int? OpenUIInternal(TContext context);
|
||||
public abstract int? OpenUI(object userData = null);
|
||||
public abstract void CloseUI();
|
||||
public abstract void BindUseCase(IUIUseCase useCase);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 692b282b1ecbf5a44839d5bf4a03a937
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,183 @@
|
||||
using SepCore.Definition;
|
||||
using GameFramework.Event;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public abstract class UIFormControllerCommonBase<TContext, TForm> : UIFormControllerBase<TContext>
|
||||
where TContext : UIContext
|
||||
where TForm : UGuiForm
|
||||
{
|
||||
private TContext _context;
|
||||
private TForm _form;
|
||||
private int? _formSerialId;
|
||||
private bool _pendingRefresh;
|
||||
private bool _isBindEvent;
|
||||
|
||||
protected TContext Context => _context;
|
||||
|
||||
protected TForm Form => _form;
|
||||
|
||||
protected int? FormSerialId => _formSerialId;
|
||||
|
||||
protected abstract UIFormType UIFormTypeId { get; }
|
||||
|
||||
protected abstract void RefreshUI(TForm form, TContext context);
|
||||
|
||||
protected virtual void SubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void UnsubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void CloseLoadedFormDirect(TForm form)
|
||||
{
|
||||
form.Close();
|
||||
}
|
||||
|
||||
protected void SetContext(TContext context)
|
||||
{
|
||||
_context = context;
|
||||
}
|
||||
|
||||
protected void RefreshCurrentUI()
|
||||
{
|
||||
if (_context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_form == null)
|
||||
{
|
||||
_pendingRefresh = true;
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshUI(_form, _context);
|
||||
_pendingRefresh = false;
|
||||
}
|
||||
|
||||
protected override int? OpenUIInternal(TContext context)
|
||||
{
|
||||
if (context == null)
|
||||
{
|
||||
Log.Warning("{0}.OpenUI() context is null.", GetType().Name);
|
||||
return null;
|
||||
}
|
||||
|
||||
_context = context;
|
||||
|
||||
if (_form != null && _formSerialId.HasValue && GameEntry.UI.HasUIForm(_formSerialId.Value))
|
||||
{
|
||||
RefreshUI(_form, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
CloseUI();
|
||||
_pendingRefresh = true;
|
||||
SubscribeEvents();
|
||||
_formSerialId = GameEntry.UI.OpenUIForm(UIFormTypeId, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
public override void CloseUI()
|
||||
{
|
||||
_pendingRefresh = false;
|
||||
UnsubscribeEvents();
|
||||
|
||||
if (_formSerialId.HasValue)
|
||||
{
|
||||
if (GameEntry.UI.HasUIForm(_formSerialId.Value))
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(_formSerialId.Value);
|
||||
}
|
||||
|
||||
_form = null;
|
||||
_formSerialId = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_form != null)
|
||||
{
|
||||
CloseLoadedFormDirect(_form);
|
||||
_form = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void SubscribeEvents()
|
||||
{
|
||||
if (_isBindEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
||||
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||
SubscribeCustomEvents();
|
||||
|
||||
_isBindEvent = true;
|
||||
}
|
||||
|
||||
private void UnsubscribeEvents()
|
||||
{
|
||||
if (!_isBindEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
||||
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||
UnsubscribeCustomEvents();
|
||||
|
||||
_isBindEvent = false;
|
||||
}
|
||||
|
||||
private void OpenUIFormSuccess(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is OpenUIFormSuccessEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_formSerialId.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.UIForm == null || args.UIForm.SerialId != _formSerialId.Value || args.UserData != _context)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_form = args.UIForm.Logic as TForm;
|
||||
if (_form == null)
|
||||
{
|
||||
Log.Warning("{0} open success but form logic is invalid.", GetType().Name);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_pendingRefresh)
|
||||
{
|
||||
RefreshCurrentUI();
|
||||
}
|
||||
}
|
||||
|
||||
private void CloseUIFormComplete(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is CloseUIFormCompleteEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.SerialId != _formSerialId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_form = null;
|
||||
_formSerialId = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 696c0314286f89c4082c2aa2eddaec2d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,44 @@
|
||||
using SepCore.Definition;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class TUIFormController : UIFormControllerCommonBase<UIContext, TUIForm>
|
||||
{
|
||||
private IUIUseCase _useCase;
|
||||
|
||||
protected override UIFormType UIFormTypeId => UIFormType.TUIForm;
|
||||
|
||||
protected override void RefreshUI(TUIForm form, UIContext context)
|
||||
{
|
||||
form.RefreshUI(context);
|
||||
}
|
||||
|
||||
public override int? OpenUI(object userData = null)
|
||||
{
|
||||
if (userData is UIContext context)
|
||||
{
|
||||
return OpenUIInternal(context);
|
||||
}
|
||||
|
||||
if (userData != null)
|
||||
{
|
||||
Log.Warning("TUIFormController.OpenUI() userData type is invalid.");
|
||||
return null;
|
||||
}
|
||||
|
||||
return OpenUIInternal(Context);
|
||||
}
|
||||
|
||||
public override void BindUseCase(IUIUseCase useCase)
|
||||
{
|
||||
if (!(useCase is IUIUseCase uiFormUseCase))
|
||||
{
|
||||
Log.Error("LevelUpForm.BindUseCase() useCase is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
_useCase = uiFormUseCase;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e46538e3d51b6b4ca463fa6080ad335
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class TUIForm : UGuiForm
|
||||
{
|
||||
|
||||
public void RefreshUI(UIContext context)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void OnOpen(object userData)
|
||||
{
|
||||
base.OnOpen(userData);
|
||||
|
||||
if (!(userData is UIContext context))
|
||||
{
|
||||
Log.Error("UIContext is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshUI(context);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8bc5e59a2be3094798c8c46d1a4999f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b80dd4adb0a8e148abc7c52a2e23b42
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,88 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class CommonButton : MonoBehaviour, IPointerEnterHandler, IPointerDownHandler, IPointerExitHandler,
|
||||
IPointerUpHandler
|
||||
{
|
||||
private const float FadeTime = 0.3f;
|
||||
private const float OnHoverAlpha = 0.7f;
|
||||
private const float OnClickAlpha = 0.6f;
|
||||
|
||||
[SerializeField] private UnityEvent _onPointerEnterAction = new();
|
||||
|
||||
[SerializeField] private UnityEvent _onClickAction = new();
|
||||
|
||||
[SerializeField] private UnityEvent _onPointerExitAction = new();
|
||||
|
||||
[SerializeField] private bool _enableFade = true;
|
||||
|
||||
private CanvasGroup _canvasGroup = null;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_canvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_canvasGroup.alpha = 1f;
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StopAllCoroutines();
|
||||
if (_enableFade)
|
||||
StartCoroutine(_canvasGroup.FadeToAlpha(OnHoverAlpha, FadeTime));
|
||||
_onPointerEnterAction.Invoke();
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_canvasGroup.alpha = OnClickAlpha;
|
||||
_onClickAction.Invoke();
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_canvasGroup.alpha = OnHoverAlpha;
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.button != PointerEventData.InputButton.Left)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StopAllCoroutines();
|
||||
if (_enableFade)
|
||||
StartCoroutine(_canvasGroup.FadeToAlpha(1.0f, FadeTime));
|
||||
_onPointerExitAction.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5079836f95c2a44b96fa331487ebb70
|
||||
timeCreated: 1528026160
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72f6a6b2649f7294daf538a63839678e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,109 @@
|
||||
using GameFramework;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 对话框显示数据。
|
||||
/// </summary>
|
||||
public class DialogFormRawData
|
||||
{
|
||||
/// <summary>
|
||||
/// 模式,即按钮数量。取值 1、2、3。
|
||||
/// </summary>
|
||||
public int Mode
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 标题。
|
||||
/// </summary>
|
||||
public string Title
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 消息内容。
|
||||
/// </summary>
|
||||
public string Message
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 弹出窗口时是否暂停游戏。
|
||||
/// </summary>
|
||||
public bool PauseGame
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 确认按钮文本。
|
||||
/// </summary>
|
||||
public string ConfirmText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 确定按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickConfirm
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮文本。
|
||||
/// </summary>
|
||||
public string CancelText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickCancel
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 中立按钮文本。
|
||||
/// </summary>
|
||||
public string OtherText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 其它按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickOther
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用户自定义数据。
|
||||
/// </summary>
|
||||
public object UserData
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad9ca3c36c52b0a4e8b25c8b451966da
|
||||
timeCreated: 1528026160
|
||||
licenseType: Pro
|
||||
MonoImporter:
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||||
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fileFormatVersion: 2
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+20
@@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class DisplayItemInfoFormRawData
|
||||
{
|
||||
public int Index;
|
||||
public string IconAssetName;
|
||||
public string Title;
|
||||
public string TypeText;
|
||||
public ItemRarity Rarity;
|
||||
public string Description;
|
||||
public int Price;
|
||||
public bool IsWeapon;
|
||||
public Vector3 TargetPos;
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 012ded06be40bcf48b3e79ce89df4e2b
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using CustomUtility;
|
||||
using Entity.Weapon;
|
||||
using Procedure;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class DisplayItemInfoFormUseCase : IUIUseCase
|
||||
{
|
||||
private readonly ProcedureGame _procedureGame;
|
||||
|
||||
private Player Player => _procedureGame != null ? _procedureGame.Player : null;
|
||||
|
||||
public DisplayItemInfoFormUseCase(ProcedureGame procedureGame)
|
||||
{
|
||||
_procedureGame = procedureGame;
|
||||
}
|
||||
|
||||
public DisplayItemInfoFormRawData CreateModel(int index, bool isWeapon)
|
||||
{
|
||||
if (index < 0 || Player == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (isWeapon)
|
||||
{
|
||||
var weapons = Player.Weapons;
|
||||
if (weapons == null || index >= weapons.Count)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
WeaponBase weapon = weapons[index];
|
||||
if (weapon == null || weapon.WeaponData == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new DisplayItemInfoFormRawData
|
||||
{
|
||||
IconAssetName = weapon.WeaponData.IconAssetName,
|
||||
Title = weapon.WeaponData.Title,
|
||||
TypeText = "Weapon",
|
||||
Description = ItemDescUtility.CreateWeaponDescription(weapon),
|
||||
Price = 0,
|
||||
IsWeapon = true
|
||||
};
|
||||
}
|
||||
|
||||
var props = Player.Props;
|
||||
if (props == null || index >= props.Count)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
PropItem prop = props[index];
|
||||
if (prop == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new DisplayItemInfoFormRawData
|
||||
{
|
||||
IconAssetName = prop.IconAssetName,
|
||||
Title = prop.Title,
|
||||
TypeText = "Prop",
|
||||
Description = ItemDescUtility.CreatePropDescription(prop),
|
||||
Price = 0,
|
||||
IsWeapon = false
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48c1f32fe95e20c43b8015ac1438d54e
|
||||
MonoImporter:
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||||
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||||
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|
||||
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||||
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||||
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3d54de71bcad264da3c1ca92ff54e4f
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||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30e2cee5e6a424c42a01db1b7e582a8a
|
||||
folderAsset: yes
|
||||
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||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.DataTable;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class LevelUpFormRawData
|
||||
{
|
||||
public List<DRLevelUpReward> Rewards;
|
||||
public int RefreshPrice;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3ece8e2fb75f424cb4885d4344434d2
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -0,0 +1,194 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
internal class LevelUpFormUseCase : IUIUseCase
|
||||
{
|
||||
private const int BaseRefreshPrice = 2;
|
||||
private readonly GameStateLevelUp _gameStateLevelUp;
|
||||
private readonly DRLevelUpReward[] _allRewards;
|
||||
private readonly IDataTable<DRLevelRarity> _levelRarityTable;
|
||||
private readonly Dictionary<ItemRarity, List<DRLevelUpReward>> _rewardsByRarity = new();
|
||||
private readonly List<DRLevelUpReward> _validRewards = new();
|
||||
|
||||
private int _refreshCount;
|
||||
private LevelUpFormRawData _currentModel;
|
||||
|
||||
private readonly Player _player;
|
||||
|
||||
public LevelUpFormUseCase(Player player, GameStateLevelUp gameStateLevelUp)
|
||||
{
|
||||
_player = player;
|
||||
_gameStateLevelUp = gameStateLevelUp;
|
||||
_allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
|
||||
_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
|
||||
|
||||
BuildRewardRarityPools();
|
||||
}
|
||||
|
||||
public LevelUpFormRawData CreateInitialModel(int count = 4)
|
||||
{
|
||||
_refreshCount = 0;
|
||||
|
||||
if (_gameStateLevelUp == null || _player.PendingLevelPoints <= 0)
|
||||
{
|
||||
_currentModel = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
_currentModel = BuildModel(BaseRefreshPrice, count);
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
public LevelUpFormRawData TryRefresh(int refreshCost, int count = 4)
|
||||
{
|
||||
if (_currentModel == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (_player == null || _player.Coin < refreshCost)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
_player.Coin -= refreshCost;
|
||||
|
||||
_refreshCount++;
|
||||
_currentModel = BuildModel((_refreshCount + 1) * BaseRefreshPrice, count);
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
public LevelUpFormRawData SelectReward(int selectedIndex, int count = 4)
|
||||
{
|
||||
if (_currentModel?.Rewards == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (selectedIndex < 0 || selectedIndex >= _currentModel.Rewards.Count)
|
||||
{
|
||||
Log.Warning("LevelUpFormUseCase::SelectReward: Invalid index");
|
||||
return null;
|
||||
}
|
||||
|
||||
ApplyReward(_currentModel.Rewards[selectedIndex]);
|
||||
|
||||
if (--_player.PendingLevelPoints > 0)
|
||||
{
|
||||
_refreshCount = 0;
|
||||
_currentModel = BuildModel(BaseRefreshPrice, count);
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
_gameStateLevelUp.IsCompleted = true;
|
||||
_currentModel = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
private LevelUpFormRawData BuildModel(int refreshPrice, int count)
|
||||
{
|
||||
if (_allRewards == null || _allRewards.Length == 0)
|
||||
{
|
||||
Log.Error("LevelUpFormUseCase::BuildModel(): _allRewards is empty");
|
||||
return null;
|
||||
}
|
||||
|
||||
int finalCount = count > 0 ? System.Math.Min(count, _allRewards.Length) : _allRewards.Length;
|
||||
List<DRLevelUpReward> selections = new List<DRLevelUpReward>(finalCount);
|
||||
|
||||
int currentLevel = _player != null ? _player.CurrentLevel : 1;
|
||||
for (int i = 0; i < finalCount; i++)
|
||||
{
|
||||
ItemRarity rarity = RarityUtility.SelectRarityForLevel(_levelRarityTable, currentLevel);
|
||||
DRLevelUpReward reward = PickRewardByRarity(rarity);
|
||||
if (reward == null)
|
||||
{
|
||||
Log.Warning("LevelUpFormUseCase::BuildModel(): No available reward for selection.");
|
||||
break;
|
||||
}
|
||||
|
||||
selections.Add(reward);
|
||||
}
|
||||
|
||||
return new LevelUpFormRawData
|
||||
{
|
||||
Rewards = selections,
|
||||
RefreshPrice = refreshPrice
|
||||
};
|
||||
}
|
||||
|
||||
private void ApplyReward(DRLevelUpReward reward)
|
||||
{
|
||||
if (reward == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_player == null)
|
||||
{
|
||||
Log.Warning("LevelUpFormUseCase::ApplyReward: Player is null");
|
||||
return;
|
||||
}
|
||||
|
||||
if (reward.Modifiers == null || reward.Modifiers.Length == 0)
|
||||
{
|
||||
Log.Warning("LevelUpFormUseCase::ApplyReward: Reward modifiers are empty");
|
||||
return;
|
||||
}
|
||||
|
||||
_player.AddProp(new PropItem(reward.Modifiers, reward.Rarity, reward.Title, reward.IconAssetName));
|
||||
}
|
||||
|
||||
private void BuildRewardRarityPools()
|
||||
{
|
||||
_rewardsByRarity.Clear();
|
||||
_validRewards.Clear();
|
||||
|
||||
if (_allRewards == null) return;
|
||||
|
||||
foreach (DRLevelUpReward reward in _allRewards)
|
||||
{
|
||||
if (reward == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ItemRarity rarity = reward.Rarity;
|
||||
_validRewards.Add(reward);
|
||||
|
||||
if (!_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list))
|
||||
{
|
||||
list = new List<DRLevelUpReward>();
|
||||
_rewardsByRarity.Add(rarity, list);
|
||||
}
|
||||
|
||||
list.Add(reward);
|
||||
}
|
||||
}
|
||||
|
||||
private DRLevelUpReward PickRewardByRarity(ItemRarity rarity)
|
||||
{
|
||||
if (_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list) && list.Count > 0)
|
||||
{
|
||||
return list[Random.Range(0, list.Count)];
|
||||
}
|
||||
|
||||
if (_validRewards.Count > 0)
|
||||
{
|
||||
return _validRewards[Random.Range(0, _validRewards.Count)];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19d2fa806b03510498d072c5b8710bcb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3ed3acef12ff8d40935205a69fb63ca
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using Entity.Weapon;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class ShopFormRawData
|
||||
{
|
||||
public int CurrentLevel;
|
||||
public int RefreshPrice;
|
||||
public int PlayerCoin;
|
||||
public List<GoodsItemContext> GoodsItems;
|
||||
public IReadOnlyList<PropItem> PropItems;
|
||||
public int PropMaxCount = -1;
|
||||
public IReadOnlyList<WeaponBase> WeaponItems;
|
||||
public int WeaponMaxCount = -1;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 533bff5f9d3bc7847af44dcd1cdffba3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,445 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
internal sealed class ShopRefreshResult
|
||||
{
|
||||
public List<GoodsItemContext> GoodsItems;
|
||||
public int RefreshPrice;
|
||||
}
|
||||
|
||||
internal sealed class ShopPurchaseResult
|
||||
{
|
||||
public int GoodsIndex;
|
||||
public DisplayItemContext DisplayItem;
|
||||
}
|
||||
|
||||
internal class ShopFormUseCase : IUIUseCase
|
||||
{
|
||||
private readonly ProcedureGame _procedureGame;
|
||||
private readonly GameStateShop _gameStateShop;
|
||||
|
||||
private readonly DRGoods[] _allGoods;
|
||||
private readonly IDataTable<DRProp> _propDataTable;
|
||||
private readonly IDataTable<DRWeapon> _weaponDataTable;
|
||||
private readonly IDataTable<DRLevelRarity> _levelRarityTable;
|
||||
|
||||
private readonly List<DRGoods> _validGoods = new();
|
||||
private readonly Dictionary<ItemRarity, List<DRGoods>> _goodsByRarity = new();
|
||||
|
||||
private readonly List<ShopGoodsSelection> _selections = new();
|
||||
private int _refreshTime;
|
||||
|
||||
private Player Player => _procedureGame.Player;
|
||||
|
||||
private sealed class ShopGoodsSelection
|
||||
{
|
||||
public GoodsType GoodsType;
|
||||
public int GoodsTypeId;
|
||||
public int Price;
|
||||
}
|
||||
|
||||
public ShopFormUseCase(ProcedureGame procedureGame, GameStateShop gameStateShop)
|
||||
{
|
||||
_procedureGame = procedureGame;
|
||||
_gameStateShop = gameStateShop;
|
||||
_allGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
|
||||
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
|
||||
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
|
||||
_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
|
||||
|
||||
BuildGoodsRarityPools();
|
||||
}
|
||||
|
||||
public ShopFormRawData CreateInitialModel()
|
||||
{
|
||||
_refreshTime = 0;
|
||||
|
||||
Player player = Player;
|
||||
if (_procedureGame == null || player == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int currentLevel = _procedureGame.CurrentLevel;
|
||||
return new ShopFormRawData
|
||||
{
|
||||
CurrentLevel = currentLevel,
|
||||
RefreshPrice = currentLevel,
|
||||
PlayerCoin = player.Coin,
|
||||
GoodsItems = BuildRandomGoodsItems(4),
|
||||
PropItems = player.Props,
|
||||
PropMaxCount = -1,
|
||||
WeaponItems = player.Weapons,
|
||||
WeaponMaxCount = player.WeaponCapacity
|
||||
};
|
||||
}
|
||||
|
||||
public ShopRefreshResult TryRefresh(int cost)
|
||||
{
|
||||
Player player = Player;
|
||||
if (player == null || _procedureGame == null || player.Coin < cost)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
player.Coin -= cost;
|
||||
|
||||
int refreshPrice = (_refreshTime + 1) * _procedureGame.CurrentLevel;
|
||||
_refreshTime++;
|
||||
|
||||
return new ShopRefreshResult
|
||||
{
|
||||
GoodsItems = BuildRandomGoodsItems(4),
|
||||
RefreshPrice = refreshPrice
|
||||
};
|
||||
}
|
||||
|
||||
public ShopPurchaseResult TryPurchase(int goodsIndex)
|
||||
{
|
||||
if (goodsIndex < 0 || goodsIndex >= _selections.Count)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::TryPurchase: Invalid index");
|
||||
return null;
|
||||
}
|
||||
|
||||
ShopGoodsSelection selection = _selections[goodsIndex];
|
||||
if (selection == null)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::TryPurchase: Item already purchased.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Player player = Player;
|
||||
if (player == null || player.Coin < selection.Price)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
DisplayItemContext displayItem = ApplyGoodsPurchase(selection);
|
||||
if (displayItem == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
player.Coin -= selection.Price;
|
||||
_selections[goodsIndex] = null;
|
||||
|
||||
return new ShopPurchaseResult
|
||||
{
|
||||
GoodsIndex = goodsIndex,
|
||||
DisplayItem = displayItem
|
||||
};
|
||||
}
|
||||
|
||||
public void Continue()
|
||||
{
|
||||
_gameStateShop.ShopFinish = true;
|
||||
}
|
||||
|
||||
private List<GoodsItemContext> BuildRandomGoodsItems(int count)
|
||||
{
|
||||
if (_allGoods == null || _allGoods.Length == 0)
|
||||
{
|
||||
Log.Error("ShopFormUseCase::BuildRandomGoodsItems(): _allGoods is empty");
|
||||
return null;
|
||||
}
|
||||
|
||||
int finalCount = Mathf.Min(count, _allGoods.Length);
|
||||
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>(finalCount);
|
||||
_selections.Clear();
|
||||
|
||||
int currentLevel = _procedureGame != null ? _procedureGame.CurrentLevel : 1;
|
||||
|
||||
for (int i = 0; i < finalCount; i++)
|
||||
{
|
||||
ItemRarity rarity = RarityUtility.SelectRarityForLevel(_levelRarityTable, currentLevel);
|
||||
DRGoods drGoods = PickGoodsByRarity(rarity);
|
||||
if (drGoods == null)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::BuildRandomGoodsItems: No available goods for selection.");
|
||||
break;
|
||||
}
|
||||
|
||||
GoodsItemContext goodsItem = new GoodsItemContext();
|
||||
int price;
|
||||
|
||||
if (drGoods.GoodsType == GoodsType.Prop)
|
||||
{
|
||||
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
|
||||
if (drProp == null)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Missing DRProp, id = {drGoods.GoodsTypeId}");
|
||||
continue;
|
||||
}
|
||||
|
||||
price = CalculateRandomizedPrice(drProp.Price, drProp.PriceRandomPercent);
|
||||
goodsItem.Title = drProp.Title;
|
||||
goodsItem.Type = "Prop";
|
||||
goodsItem.Rarity = drProp.Rarity;
|
||||
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
|
||||
goodsItem.Description = ItemDescUtility.CreatePropDescription(drProp.Modifiers);
|
||||
}
|
||||
else if (drGoods.GoodsType == GoodsType.Weapon)
|
||||
{
|
||||
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
|
||||
if (drWeapon == null)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Missing DRWeapon, id = {drGoods.GoodsTypeId}");
|
||||
continue;
|
||||
}
|
||||
|
||||
price = CalculateRandomizedPrice(drWeapon.Price, drWeapon.PriceRandomPercent);
|
||||
goodsItem.Title = drWeapon.Title;
|
||||
goodsItem.Type = "Weapon";
|
||||
goodsItem.Rarity = drWeapon.Rarity;
|
||||
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
|
||||
goodsItem.Description = ItemDescUtility.CreateWeaponDescription(drWeapon);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::BuildRandomGoodsItems: Unsupported goods type = {drGoods.GoodsType}");
|
||||
continue;
|
||||
}
|
||||
|
||||
goodsItem.Price = price;
|
||||
|
||||
_selections.Add(new ShopGoodsSelection
|
||||
{
|
||||
GoodsType = drGoods.GoodsType,
|
||||
GoodsTypeId = drGoods.GoodsTypeId,
|
||||
Price = price
|
||||
});
|
||||
|
||||
goodsItems.Add(goodsItem);
|
||||
}
|
||||
|
||||
return goodsItems;
|
||||
}
|
||||
|
||||
private void BuildGoodsRarityPools()
|
||||
{
|
||||
_goodsByRarity.Clear();
|
||||
_validGoods.Clear();
|
||||
|
||||
if (_allGoods == null) return;
|
||||
|
||||
foreach (DRGoods goods in _allGoods)
|
||||
{
|
||||
if (goods == null) continue;
|
||||
|
||||
if (!TryGetGoodsRarity(goods, out ItemRarity rarity))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_validGoods.Add(goods);
|
||||
|
||||
if (!_goodsByRarity.TryGetValue(rarity, out List<DRGoods> list))
|
||||
{
|
||||
list = new List<DRGoods>();
|
||||
_goodsByRarity.Add(rarity, list);
|
||||
}
|
||||
|
||||
list.Add(goods);
|
||||
}
|
||||
}
|
||||
|
||||
private DRGoods PickGoodsByRarity(ItemRarity rarity)
|
||||
{
|
||||
if (_goodsByRarity.TryGetValue(rarity, out List<DRGoods> list) && list.Count > 0)
|
||||
{
|
||||
return list[Random.Range(0, list.Count)];
|
||||
}
|
||||
|
||||
if (_validGoods.Count > 0)
|
||||
{
|
||||
return _validGoods[Random.Range(0, _validGoods.Count)];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool TryGetGoodsRarity(DRGoods goods, out ItemRarity rarity)
|
||||
{
|
||||
rarity = ItemRarity.None;
|
||||
if (goods == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (goods.GoodsType == GoodsType.Prop)
|
||||
{
|
||||
DRProp drProp = _propDataTable != null ? _propDataTable.GetDataRow(goods.GoodsTypeId) : null;
|
||||
if (drProp == null)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Missing DRProp, id = {goods.GoodsTypeId}");
|
||||
return false;
|
||||
}
|
||||
|
||||
rarity = drProp.Rarity;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (goods.GoodsType == GoodsType.Weapon)
|
||||
{
|
||||
DRWeapon drWeapon = _weaponDataTable != null ? _weaponDataTable.GetDataRow(goods.GoodsTypeId) : null;
|
||||
if (drWeapon == null)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Missing DRWeapon, id = {goods.GoodsTypeId}");
|
||||
return false;
|
||||
}
|
||||
|
||||
rarity = drWeapon.Rarity;
|
||||
return true;
|
||||
}
|
||||
|
||||
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Unsupported goods type = {goods.GoodsType}");
|
||||
return false;
|
||||
}
|
||||
|
||||
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);
|
||||
int finalPrice = Mathf.RoundToInt(basePrice * (1f + offsetPercent));
|
||||
return Mathf.Max(1, finalPrice);
|
||||
}
|
||||
|
||||
private DisplayItemContext ApplyGoodsPurchase(ShopGoodsSelection goods)
|
||||
{
|
||||
if (goods == null || Player == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (goods.GoodsType == GoodsType.Prop)
|
||||
{
|
||||
DRProp drProp = _propDataTable != null ? _propDataTable.GetDataRow(goods.GoodsTypeId) : null;
|
||||
if (drProp == null || drProp.Modifiers == null || drProp.Modifiers.Length == 0)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Prop modifiers are empty");
|
||||
return null;
|
||||
}
|
||||
|
||||
Player.AddProp(new PropItem(drProp.Modifiers, drProp.Rarity, drProp.Title, drProp.IconAssetName));
|
||||
return new DisplayItemContext
|
||||
{
|
||||
IconAssetName = drProp.IconAssetName,
|
||||
Rarity = drProp.Rarity,
|
||||
IsWeapon = false
|
||||
};
|
||||
}
|
||||
|
||||
if (goods.GoodsType == GoodsType.Weapon)
|
||||
{
|
||||
if (Player.Weapons != null && Player.Weapons.Count >= Player.WeaponCapacity)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Weapon capacity is full.");
|
||||
return null;
|
||||
}
|
||||
|
||||
DRWeapon drWeapon = _weaponDataTable != null ? _weaponDataTable.GetDataRow(goods.GoodsTypeId) : null;
|
||||
if (drWeapon == null)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::ApplyGoodsPurchase: Missing DRWeapon, id = {goods.GoodsTypeId}");
|
||||
return null;
|
||||
}
|
||||
|
||||
var weaponData = CreateWeaponData(goods.GoodsTypeId);
|
||||
if (weaponData == null)
|
||||
{
|
||||
Log.Warning(
|
||||
$"ShopFormUseCase::ApplyGoodsPurchase: Unsupported weapon type id = {goods.GoodsTypeId}");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameEntry.Entity.ShowWeapon(weaponData);
|
||||
|
||||
return new DisplayItemContext
|
||||
{
|
||||
IconAssetName = drWeapon.IconAssetName,
|
||||
Rarity = drWeapon.Rarity,
|
||||
IsWeapon = true
|
||||
};
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private WeaponData CreateWeaponData(int weaponTypeId)
|
||||
{
|
||||
int entityId = GameEntry.Entity.GenerateSerialId();
|
||||
int ownerId = Player.Id;
|
||||
CampType ownerCamp = CampType.Player;
|
||||
|
||||
WeaponType weaponType = (WeaponType)weaponTypeId;
|
||||
switch (weaponType)
|
||||
{
|
||||
case WeaponType.WeaponKnife:
|
||||
return new WeaponKnifeData(entityId, ownerId, ownerCamp);
|
||||
case WeaponType.WeaponHandgun:
|
||||
return new WeaponHandgunData(entityId, ownerId, ownerCamp);
|
||||
case WeaponType.WeaponSlash:
|
||||
return new WeaponSlashData(entityId, ownerId, ownerCamp);
|
||||
case WeaponType.WeaponLightning:
|
||||
return new WeaponLightningData(entityId, ownerId, ownerCamp);
|
||||
case WeaponType.WeaponLance:
|
||||
return new WeaponLanceData(entityId, ownerId, ownerCamp);
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryRecycleWeapon(int argsIndex, int argsPrice)
|
||||
{
|
||||
Player player = Player;
|
||||
if (player == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var weapons = player.Weapons;
|
||||
if (weapons == null || weapons.Count <= 1)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::TryRecycleWeapon: Can not recycle the last weapon.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (argsIndex < 0 || argsIndex >= weapons.Count)
|
||||
{
|
||||
Log.Warning($"ShopFormUseCase::TryRecycleWeapon: Invalid weapon index = {argsIndex}");
|
||||
return false;
|
||||
}
|
||||
|
||||
var weapon = weapons[argsIndex];
|
||||
if (weapon == null)
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::TryRecycleWeapon: Weapon is null.");
|
||||
return false;
|
||||
}
|
||||
|
||||
int recyclePrice = Mathf.Max(0, argsPrice);
|
||||
if (!player.RemoveWeapon(weapon))
|
||||
{
|
||||
Log.Warning("ShopFormUseCase::TryRecycleWeapon: Remove weapon failed.");
|
||||
return false;
|
||||
}
|
||||
|
||||
player.Coin += recyclePrice;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e973748d1bd846349d42e219a80f07c2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f228612923ff51343a4dab06ce4c1f92
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb6dcefdb25c4eb4e98cb364ac73a7c9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
namespace UI
|
||||
{
|
||||
public class SelectRoleFormRawData
|
||||
{
|
||||
public int[] RoleIds;
|
||||
public string[] RoleIconNames;
|
||||
public int SelectedRoleId;
|
||||
public string SelectedRoleName;
|
||||
public string SelectedRoleInitialPropertyText;
|
||||
}
|
||||
}
|
||||
+3
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c23c1db541a47b09b8c475018758f9e
|
||||
timeCreated: 1771144321
|
||||
@@ -0,0 +1,99 @@
|
||||
using System.Text;
|
||||
using SepCore.DataTable;
|
||||
using GameFramework.DataTable;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class SelectRoleFormUseCase : IUIUseCase
|
||||
{
|
||||
private readonly IDataTable<DRRole> _roleDataTable;
|
||||
|
||||
private readonly ProcedureStartMenu _procedureStartMenu;
|
||||
|
||||
public int SelectedRoleId { get; private set; }
|
||||
|
||||
public SelectRoleFormUseCase(ProcedureStartMenu procedureStartMenu)
|
||||
{
|
||||
_procedureStartMenu = procedureStartMenu;
|
||||
_roleDataTable = GameEntry.DataTable.GetDataTable<DRRole>();
|
||||
}
|
||||
|
||||
public SelectRoleFormRawData CreateModel()
|
||||
{
|
||||
return BuildModel(0);
|
||||
}
|
||||
|
||||
public SelectRoleFormRawData SelectRole(int roleId)
|
||||
{
|
||||
SelectedRoleId = roleId;
|
||||
return BuildModel(roleId);
|
||||
}
|
||||
|
||||
public bool ConfirmSelectedRole()
|
||||
{
|
||||
DRRole[] roles = _roleDataTable != null ? _roleDataTable.GetAllDataRows() : null;
|
||||
if (roles == null || roles.Length == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SelectedRoleId < 0 || _roleDataTable.GetDataRow(SelectedRoleId) == null)
|
||||
{
|
||||
int randomIndex = Random.Range(0, roles.Length);
|
||||
SelectedRoleId = roles[randomIndex].Id;
|
||||
}
|
||||
|
||||
bool result = SelectedRoleId >= 0;
|
||||
if (result)
|
||||
{
|
||||
_procedureStartMenu.StartGame(SelectedRoleId);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private SelectRoleFormRawData BuildModel(int selectedRoleId)
|
||||
{
|
||||
DRRole[] roles = _roleDataTable.GetAllDataRows();
|
||||
int count = _roleDataTable.Count;
|
||||
int[] roleIds = new int[count];
|
||||
string[] iconNames = new string[count];
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
roleIds[i] = roles[i].Id;
|
||||
iconNames[i] = roles[i].IconName;
|
||||
}
|
||||
|
||||
DRRole selectedRole = selectedRoleId > 0 ? _roleDataTable.GetDataRow(selectedRoleId) : null;
|
||||
return new SelectRoleFormRawData
|
||||
{
|
||||
RoleIds = roleIds,
|
||||
RoleIconNames = iconNames,
|
||||
SelectedRoleId = selectedRole?.Id ?? -1,
|
||||
SelectedRoleName = selectedRole?.RoleName,
|
||||
SelectedRoleInitialPropertyText = selectedRole != null
|
||||
? BuildRoleInitialPropertyText(selectedRole)
|
||||
: null
|
||||
};
|
||||
}
|
||||
|
||||
private static string BuildRoleInitialPropertyText(DRRole role)
|
||||
{
|
||||
if (role == null || role.InitialProperties == null || role.InitialProperties.Length == 0)
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
for (int i = 0; i < role.InitialProperties.Length; i++)
|
||||
{
|
||||
sb.Append(role.InitialProperties[i]);
|
||||
sb.Append('\n');
|
||||
}
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aec2db2225cb4bb890eb347e73fc5890
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 35c8961f073eae8479506bdec8b745f8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e4010de30b33144fa20400058edfeba
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace UI
|
||||
{
|
||||
public class StartMenuFormRawData
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f5cdd950661442fa1760bc2b2db6f2d
|
||||
timeCreated: 1771144299
|
||||
Reference in New Issue
Block a user