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
This commit is contained in:
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e71c46052b43081479b67b14e2e449d3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
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: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
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:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a3d54de71bcad264da3c1ca92ff54e4f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30e2cee5e6a424c42a01db1b7e582a8a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
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
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
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:
|
||||
Reference in New Issue
Block a user