将 ShopController 构建 Context 的功能迁移到 partial class 里,并调整了部分构建逻辑

This commit is contained in:
SepComet 2026-06-17 11:57:46 +08:00
parent 44f6729c1a
commit 43f81c8926
6 changed files with 344 additions and 217 deletions

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@ -75,6 +75,7 @@ namespace SepCore.UI
if (userData is LevelUpRawData rawData)
{
await OpenUIAsync(rawData, timeout);
return;
}
if (userData != null)

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@ -17,5 +17,19 @@ namespace SepCore.UI
public bool NeedRefreshWeaponList;
public bool NeedRefreshPropList;
public bool NeedRefreshPrice;
public ShopContext()
{
CurrentLevel = 0;
RefreshPrice = 0;
PlayerCoin = 0;
}
public ShopContext(ShopRawData rawData)
{
CurrentLevel = rawData.CurrentLevel;
RefreshPrice = rawData.RefreshPrice;
PlayerCoin = rawData.PlayerCoin;
}
}
}

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@ -0,0 +1,174 @@
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Entity.Weapon;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
public partial class ShopController
{
private async UniTask<ShopContext> BuildContext(ShopRawData rawData)
{
if (rawData == null)
{
Log.Error("ShopFormController.BuildContext() rawData is null.");
return null;
}
_rawData = rawData;
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>();
foreach (var item in rawData.GoodsItems)
{
var context = await CreateGoodsItemContextAsync(item);
goodsItems.Add(context);
}
return new ShopContext(rawData)
{
GoodsItems = goodsItems,
PropListContext =
BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
rawData.WeaponMaxCount),
NeedRefreshGoodsItems = true,
NeedRefreshPlayerCoin = true,
NeedRefreshPropList = true,
NeedRefreshWeaponList = true,
NeedRefreshPrice = true
};
}
private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType,
IReadOnlyList<object> items, int maxCount)
{
string title = GetDisplayListTitle(listType);
if (items == null)
{
return new DisplayListAreaContext
{
Title = title,
CurrentCount = 0,
MaxCount = maxCount,
ItemContexts = System.Array.Empty<DisplayItemContext>()
};
}
DisplayItemContext[] itemContexts = new DisplayItemContext[items.Count];
switch (listType)
{
case DisplayListAreaType.Weapon:
if (items is IReadOnlyList<WeaponBase> weapons)
{
for (int i = 0; i < weapons.Count; i++)
{
WeaponBase weapon = weapons[i];
if (weapon == null) break;
itemContexts[i] = BuildWeaponItem(weapon);
}
}
break;
case DisplayListAreaType.Prop:
if (items is IReadOnlyList<PropItem> propItems)
{
for (int i = 0; i < propItems.Count; i++)
{
PropItem propItem = propItems[i];
if (propItem == null) break;
itemContexts[i] = BuildPropItem(propItem);
}
}
break;
}
int currentCount = itemContexts.Length;
return new DisplayListAreaContext
{
Title = title,
CurrentCount = currentCount,
MaxCount = maxCount,
ItemContexts = itemContexts
};
}
private static string GetDisplayListTitle(DisplayListAreaType listType)
{
return listType switch
{
DisplayListAreaType.Weapon => "武器",
DisplayListAreaType.Prop => "道具",
_ => string.Empty
};
}
private static DisplayItemContext BuildPropItem(PropItem propItem)
{
string iconAssetName = null;
ItemRarity rarity = ItemRarity.None;
if (propItem != null)
{
iconAssetName = propItem.IconAssetName;
rarity = propItem.Rarity;
}
return new DisplayItemContext
{
IconAssetName = iconAssetName,
Rarity = rarity,
IsWeapon = false
};
}
private static DisplayItemContext BuildWeaponItem(WeaponBase weaponBase)
{
string iconAssetName = null;
ItemRarity rarity = ItemRarity.None;
if (weaponBase != null && weaponBase.WeaponData != null)
{
iconAssetName = weaponBase.WeaponData.IconAssetName;
rarity = weaponBase.WeaponData.Rarity;
}
return new DisplayItemContext
{
IconAssetName = iconAssetName,
Rarity = rarity,
IsWeapon = true
};
}
private static void AppendDisplayItemContext(DisplayListAreaContext listContext, DisplayItemContext newItem)
{
int oldCount = listContext.ItemContexts != null ? listContext.ItemContexts.Length : 0;
DisplayItemContext[] newContexts = new DisplayItemContext[oldCount + 1];
if (oldCount > 0)
{
System.Array.Copy(listContext.ItemContexts, newContexts, oldCount);
}
newContexts[oldCount] = newItem;
listContext.ItemContexts = newContexts;
listContext.CurrentCount = oldCount + 1;
}
private async UniTask<GoodsItemContext> CreateGoodsItemContextAsync(GoodsItemRawData rawData,
float timeout = 30f)
{
var context = new GoodsItemContext(rawData);
context.Icon = context.ItemType switch
{
ItemType.Weapon => await GameEntry.SpriteCache.GetSprite(((DRWeapon)rawData.DataRow).IconAssetName),
ItemType.Prop => await GameEntry.SpriteCache.GetSprite(((DRProp)rawData.DataRow).IconAssetName),
_ => null
};
return context;
}
}
}

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@ -0,0 +1,11 @@
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@ -1,16 +1,14 @@
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Event;
using SepCore.Definition;
using SepCore.Entity.Weapon;
using GameFramework.Event;
using SepCore.DataTable;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
public class ShopController : UIControllerBase<ShopContext, ShopForm>
public partial class ShopController : UIControllerBase<ShopContext, ShopForm>
{
private ShopUseCase _useCase;
private ShopRawData _rawData;
@ -47,188 +45,6 @@ namespace SepCore.UI
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormComplete);
}
#region BuildContext
private async UniTask<ShopContext> BuildContext(ShopRawData rawData)
{
if (rawData == null)
{
Log.Error("ShopFormController.BuildContext() rawData is null.");
return null;
}
_rawData = rawData;
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>();
foreach (var item in rawData.GoodsItems)
{
var context = await CreateGoodsItemContextAsync(item);
goodsItems.Add(context);
}
return new ShopContext
{
CurrentLevel = rawData.CurrentLevel,
RefreshPrice = rawData.RefreshPrice,
PlayerCoin = rawData.PlayerCoin,
GoodsItems = goodsItems,
PropListContext =
BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
rawData.WeaponMaxCount),
NeedRefreshGoodsItems = true,
NeedRefreshPlayerCoin = true,
NeedRefreshPropList = true,
NeedRefreshWeaponList = true,
NeedRefreshPrice = true
};
}
private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType,
IReadOnlyList<object> items,
int maxCount)
{
string title = GetDisplayListTitle(listType);
if (items == null)
{
return new DisplayListAreaContext
{
Title = title,
CurrentCount = 0,
MaxCount = maxCount,
ItemContexts = System.Array.Empty<DisplayItemContext>()
};
}
DisplayItemContext[] itemContexts = new DisplayItemContext[items.Count];
switch (listType)
{
case DisplayListAreaType.Weapon:
if (items is IReadOnlyList<WeaponBase> weapons)
{
for (int i = 0; i < weapons.Count; i++)
{
WeaponBase weapon = weapons[i];
if (weapon == null) break;
itemContexts[i] = BuildWeaponItem(weapon);
}
}
break;
case DisplayListAreaType.Prop:
if (items is IReadOnlyList<PropItem> propItems)
{
for (int i = 0; i < propItems.Count; i++)
{
PropItem propItem = propItems[i];
if (propItem == null) break;
itemContexts[i] = BuildPropItem(propItem);
}
}
break;
}
int currentCount = itemContexts.Length;
return new DisplayListAreaContext
{
Title = title,
CurrentCount = currentCount,
MaxCount = maxCount,
ItemContexts = itemContexts
};
}
private static string GetDisplayListTitle(DisplayListAreaType listType)
{
return listType switch
{
DisplayListAreaType.Weapon => "武器",
DisplayListAreaType.Prop => "道具",
_ => string.Empty
};
}
private static DisplayItemContext BuildPropItem(PropItem propItem)
{
string iconAssetName = null;
ItemRarity rarity = ItemRarity.None;
if (propItem != null)
{
iconAssetName = propItem.IconAssetName;
rarity = propItem.Rarity;
}
return new DisplayItemContext
{
IconAssetName = iconAssetName,
Rarity = rarity,
IsWeapon = false
};
}
private static DisplayItemContext BuildWeaponItem(WeaponBase weaponBase)
{
string iconAssetName = null;
ItemRarity rarity = ItemRarity.None;
if (weaponBase != null && weaponBase.WeaponData != null)
{
iconAssetName = weaponBase.WeaponData.IconAssetName;
rarity = weaponBase.WeaponData.Rarity;
}
return new DisplayItemContext
{
IconAssetName = iconAssetName,
Rarity = rarity,
IsWeapon = true
};
}
private static void AppendDisplayItemContext(DisplayListAreaContext listContext, DisplayItemContext newItem)
{
if (listContext == null)
{
Log.Error("ShopFormController.AppendDisplayItemContext() listContext is null.");
return;
}
if (newItem == null)
{
Log.Warning("ShopFormController.AppendDisplayItemContext() newItem is null.");
return;
}
int oldCount = listContext.ItemContexts != null ? listContext.ItemContexts.Length : 0;
DisplayItemContext[] newContexts = new DisplayItemContext[oldCount + 1];
if (oldCount > 0)
{
System.Array.Copy(listContext.ItemContexts, newContexts, oldCount);
}
newContexts[oldCount] = newItem;
listContext.ItemContexts = newContexts;
listContext.CurrentCount = oldCount + 1;
}
private async UniTask<GoodsItemContext> CreateGoodsItemContextAsync(GoodsItemRawData rawData,
float timeout = 30f)
{
var context = new GoodsItemContext(rawData);
context.Icon = context.ItemType switch
{
ItemType.Weapon => await GameEntry.SpriteCache.GetSprite(((DRWeapon)rawData.DataRow).IconAssetName),
ItemType.Prop => await GameEntry.SpriteCache.GetSprite(((DRProp)rawData.DataRow).IconAssetName),
_ => null
};
return context;
}
#endregion
#region UI Methods
public override async UniTask CloseUIAsync(object userData = null, float timeout = 30f)
@ -250,6 +66,7 @@ namespace SepCore.UI
if (userData is ShopRawData rawData)
{
await OpenUIAsync(rawData, timeout);
return;
}
if (userData != null)
@ -285,18 +102,6 @@ namespace SepCore.UI
private async UniTask RefreshGoodsItems(ShopRefreshResult result)
{
if (result == null)
{
Log.Error("ShopFormController.RefreshGoodsItems() result is null.");
return;
}
if (Context == null)
{
Log.Error("ShopFormController.RefreshGoodsItems() Context is null.");
return;
}
for (int i = 0; i < result.GoodsItems.Count; i++)
{
if (i < Context.GoodsItems.Count)
@ -308,8 +113,8 @@ namespace SepCore.UI
if (Context.GoodsItems.Count != result.GoodsItems.Count)
{
Context.GoodsItems.RemoveRange(Context.GoodsItems.Count,
Context.GoodsItems.Count - Context.GoodsItems.Count);
int count = Context.GoodsItems.Count - result.GoodsItems.Count;
Context.GoodsItems.RemoveRange(result.GoodsItems.Count, count);
}
Context.RefreshPrice = result.RefreshPrice;
@ -321,18 +126,6 @@ namespace SepCore.UI
private void ApplyGoodsPurchased(ShopPurchaseResult result)
{
if (result == null)
{
Log.Error("ShopFormController.ApplyGoodsPurchased() result is null.");
return;
}
if (Context == null)
{
Log.Error("ShopFormController.ApplyGoodsPurchased() Context is null.");
return;
}
if (Context.GoodsItems != null && result.GoodsIndex >= 0 && result.GoodsIndex < Context.GoodsItems.Count)
{
Context.GoodsItems[result.GoodsIndex] = null;
@ -481,17 +274,17 @@ namespace SepCore.UI
}
private void ShopPurchase(object sender, GameEventArgs e)
{
OnPurchaseRequestAsync(sender, e).Forget();
}
private async UniTaskVoid OnPurchaseRequestAsync(object sender, GameEventArgs e)
{
if (e is not ShopPurchaseEventArgs args)
{
return;
}
OnPurchaseRequestAsync(args).Forget();
}
private async UniTaskVoid OnPurchaseRequestAsync(ShopPurchaseEventArgs args)
{
ShopPurchaseResult result = await _useCase.TryPurchaseAsync(args.GoodsIndex);
if (result == null)
{

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@ -308,6 +308,140 @@ SepCore.PresentationController + Context + View
- UI 专用事件命名应体现模块归属,避免语义过宽
- 同一 UI 可以按需要使用“多个精细事件”或“单一事件 + 子类型/按钮编号”的方式建模;例如当前 Dialog 使用 `DialogEventArgs + ButtonId`
### 6.4 UseCase 与编排层Procedure的通信方式
**推荐方式:接口式引用(主要方式)**
UseCase 与编排层Procedure的通信采用 **依赖倒置原则DIP**,通过接口进行解耦。
#### 核心模式
```text
Procedure (编排层)
↓ 实现接口
IProcedureXXX
↓ 注入(构造函数传 this 作为接口)
UseCase
↓ 通过接口回调
Procedure.ConfirmXXX(...)
```
#### 实现规范
1. **定义接口契约**
- 命名:`IProcedureXXX``XXX` 对应用户或 UI 名称)
- 位置:`Runtime/ProcedureInterface/` 目录
- 内容:只包含 UI 真正需要的方法遵循接口隔离原则ISP
```csharp
// 示例IProcedureMenu.cs
namespace SepCore.Procedure
{
public interface IProcedureMenu
{
void ConfirmSelectRole(int roleId);
}
}
```
2. **Procedure 实现接口**
- Procedure 类实现对应接口
- 在 `OnEnter` 中创建 UseCase 并注入自身(`this`
- 接口方法中实现流程编排(状态变更、场景切换、数据传递等)
```csharp
// 示例ProcedureMenu.cs
public class ProcedureMenu : ProcedureBase, IProcedureMenu
{
private bool _startGame = false;
private int _selectedRoleId = 0;
public void ConfirmSelectRole(int roleId)
{
_selectedRoleId = roleId;
_startGame = true;
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
var useCase = new SelectRoleUseCase(this); // 注入接口
GameEntry.UIRouter.BindUIUseCase(UIFormType.SelectRoleForm, useCase);
}
}
```
3. **UseCase 接收接口**
- UseCase 构造函数只接收接口类型,不直接依赖具体 Procedure
- 业务完成时通过接口回调编排层
- UseCase 内部不保存 Procedure 的具体引用
```csharp
// 示例SelectRoleUseCase.cs
public class SelectRoleUseCase : IUIUseCase
{
private readonly IProcedureMenu _procedureMenu; // 依赖接口,而非具体类
public SelectRoleUseCase(IProcedureMenu procedureMenu)
{
_procedureMenu = procedureMenu;
}
public bool ConfirmSelectedRole()
{
// ... 业务校验逻辑 ...
_procedureMenu.ConfirmSelectRole(SelectedRoleId); // 通过接口回调
return true;
}
}
```
#### 接口式引用的核心优势
| 优势 | 说明 |
|------|------|
| **依赖倒置** | UseCase 依赖抽象接口,而非具体实现,符合 DIP 原则 |
| **接口隔离** | 接口只暴露 UI 需要的能力Procedure 内部能力不泄露 |
| **可测试性** | 单元测试时可用 Mock 实现接口,无需启动整个 Procedure |
| **复用性** | 不同 Procedure 可实现同一接口,复用同一个 UseCase |
| **边界清晰** | 明确定义 UI 对编排层的操作权限,避免 UseCase 越权 |
| **可扩展性** | 新增回调方法时直接在接口添加,无需修改构造函数签名 |
#### 备选方式:委托回调(快速实现)
对于简单场景或快速原型,可使用 `Action` / `Func` 委托作为轻量替代:
```csharp
// 委托方式示例(适用于单一回调场景)
public class LevelUpUseCase : IUIUseCase
{
private readonly Action _onCompleted;
public LevelUpUseCase(Player player, Action onCompleted)
{
_onCompleted = onCompleted;
}
}
```
**适用场景**
- 只有 1-2 个简单回调
- 临时功能或快速原型
- 回调逻辑不需要复用
**注意**:当回调超过 2 个或语义复杂时,应升级为接口方式。
#### 决策矩阵
| 场景 | 推荐方式 |
|------|----------|
| 复杂流程,多个回调点 | 接口式引用 ✅ |
| 需要单元测试 UseCase | 接口式引用 ✅ |
| 多个 Procedure 复用同一 UI | 接口式引用 ✅ |
| 单一简单回调(如关闭通知) | 委托回调 |
| 临时功能或快速原型 | 委托回调 |
| 回调参数复杂(多参数、泛型) | 接口式引用 ✅ |
## 7. 标准交互流程
### 7.1 有 UseCase 的标准流程