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:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
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using System.Collections.Generic;
using SepCore.DataTable;
namespace UI
{
public class LevelUpFormRawData
{
public List<DRLevelUpReward> Rewards;
public int RefreshPrice;
}
}
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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;
}
}
}
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