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:
parent
44f6729c1a
commit
43f81c8926
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@ -75,6 +75,7 @@ namespace SepCore.UI
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if (userData is LevelUpRawData rawData)
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{
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await OpenUIAsync(rawData, timeout);
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return;
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}
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if (userData != null)
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@ -17,5 +17,19 @@ namespace SepCore.UI
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public bool NeedRefreshWeaponList;
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public bool NeedRefreshPropList;
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public bool NeedRefreshPrice;
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public ShopContext()
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{
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CurrentLevel = 0;
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RefreshPrice = 0;
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PlayerCoin = 0;
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}
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public ShopContext(ShopRawData rawData)
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{
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CurrentLevel = rawData.CurrentLevel;
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RefreshPrice = rawData.RefreshPrice;
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PlayerCoin = rawData.PlayerCoin;
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}
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}
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}
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@ -0,0 +1,174 @@
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using SepCore.DataTable;
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using SepCore.Definition;
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using SepCore.Entity.Weapon;
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using UnityGameFramework.Runtime;
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namespace SepCore.UI
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{
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public partial class ShopController
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{
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private async UniTask<ShopContext> BuildContext(ShopRawData rawData)
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{
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if (rawData == null)
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{
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Log.Error("ShopFormController.BuildContext() rawData is null.");
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return null;
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}
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_rawData = rawData;
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List<GoodsItemContext> goodsItems = new List<GoodsItemContext>();
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foreach (var item in rawData.GoodsItems)
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{
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var context = await CreateGoodsItemContextAsync(item);
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goodsItems.Add(context);
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}
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return new ShopContext(rawData)
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{
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GoodsItems = goodsItems,
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PropListContext =
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BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
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WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
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rawData.WeaponMaxCount),
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NeedRefreshGoodsItems = true,
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NeedRefreshPlayerCoin = true,
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NeedRefreshPropList = true,
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NeedRefreshWeaponList = true,
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NeedRefreshPrice = true
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};
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}
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private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType,
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IReadOnlyList<object> items, int maxCount)
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{
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string title = GetDisplayListTitle(listType);
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if (items == null)
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{
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = 0,
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MaxCount = maxCount,
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ItemContexts = System.Array.Empty<DisplayItemContext>()
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};
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}
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DisplayItemContext[] itemContexts = new DisplayItemContext[items.Count];
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switch (listType)
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{
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case DisplayListAreaType.Weapon:
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if (items is IReadOnlyList<WeaponBase> weapons)
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{
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for (int i = 0; i < weapons.Count; i++)
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{
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WeaponBase weapon = weapons[i];
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if (weapon == null) break;
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itemContexts[i] = BuildWeaponItem(weapon);
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}
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}
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break;
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case DisplayListAreaType.Prop:
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if (items is IReadOnlyList<PropItem> propItems)
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{
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for (int i = 0; i < propItems.Count; i++)
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{
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PropItem propItem = propItems[i];
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if (propItem == null) break;
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itemContexts[i] = BuildPropItem(propItem);
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}
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}
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break;
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}
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int currentCount = itemContexts.Length;
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = currentCount,
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MaxCount = maxCount,
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ItemContexts = itemContexts
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};
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}
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private static string GetDisplayListTitle(DisplayListAreaType listType)
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{
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return listType switch
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{
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DisplayListAreaType.Weapon => "武器",
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DisplayListAreaType.Prop => "道具",
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_ => string.Empty
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};
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}
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private static DisplayItemContext BuildPropItem(PropItem propItem)
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{
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string iconAssetName = null;
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ItemRarity rarity = ItemRarity.None;
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if (propItem != null)
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{
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iconAssetName = propItem.IconAssetName;
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rarity = propItem.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IsWeapon = false
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};
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}
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private static DisplayItemContext BuildWeaponItem(WeaponBase weaponBase)
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{
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string iconAssetName = null;
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ItemRarity rarity = ItemRarity.None;
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if (weaponBase != null && weaponBase.WeaponData != null)
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{
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iconAssetName = weaponBase.WeaponData.IconAssetName;
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rarity = weaponBase.WeaponData.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IsWeapon = true
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};
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}
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private static void AppendDisplayItemContext(DisplayListAreaContext listContext, DisplayItemContext newItem)
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{
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int oldCount = listContext.ItemContexts != null ? listContext.ItemContexts.Length : 0;
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DisplayItemContext[] newContexts = new DisplayItemContext[oldCount + 1];
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if (oldCount > 0)
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{
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System.Array.Copy(listContext.ItemContexts, newContexts, oldCount);
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}
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newContexts[oldCount] = newItem;
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listContext.ItemContexts = newContexts;
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listContext.CurrentCount = oldCount + 1;
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}
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private async UniTask<GoodsItemContext> CreateGoodsItemContextAsync(GoodsItemRawData rawData,
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float timeout = 30f)
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{
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var context = new GoodsItemContext(rawData);
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context.Icon = context.ItemType switch
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{
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ItemType.Weapon => await GameEntry.SpriteCache.GetSprite(((DRWeapon)rawData.DataRow).IconAssetName),
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ItemType.Prop => await GameEntry.SpriteCache.GetSprite(((DRProp)rawData.DataRow).IconAssetName),
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_ => null
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};
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return context;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9d035632a30d29a4db6714cdbb9a391f
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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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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,16 +1,14 @@
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using SepCore.Event;
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using SepCore.Definition;
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using SepCore.Entity.Weapon;
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using GameFramework.Event;
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using SepCore.DataTable;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace SepCore.UI
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{
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public class ShopController : UIControllerBase<ShopContext, ShopForm>
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public partial class ShopController : UIControllerBase<ShopContext, ShopForm>
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{
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private ShopUseCase _useCase;
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private ShopRawData _rawData;
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@ -47,188 +45,6 @@ namespace SepCore.UI
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GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormComplete);
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}
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#region BuildContext
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private async UniTask<ShopContext> BuildContext(ShopRawData rawData)
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{
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if (rawData == null)
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{
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Log.Error("ShopFormController.BuildContext() rawData is null.");
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return null;
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}
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_rawData = rawData;
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List<GoodsItemContext> goodsItems = new List<GoodsItemContext>();
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foreach (var item in rawData.GoodsItems)
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{
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var context = await CreateGoodsItemContextAsync(item);
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goodsItems.Add(context);
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}
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return new ShopContext
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{
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CurrentLevel = rawData.CurrentLevel,
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RefreshPrice = rawData.RefreshPrice,
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PlayerCoin = rawData.PlayerCoin,
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GoodsItems = goodsItems,
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PropListContext =
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BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
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WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
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rawData.WeaponMaxCount),
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NeedRefreshGoodsItems = true,
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NeedRefreshPlayerCoin = true,
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NeedRefreshPropList = true,
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NeedRefreshWeaponList = true,
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NeedRefreshPrice = true
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};
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}
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private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType,
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IReadOnlyList<object> items,
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int maxCount)
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{
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string title = GetDisplayListTitle(listType);
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if (items == null)
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{
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = 0,
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MaxCount = maxCount,
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ItemContexts = System.Array.Empty<DisplayItemContext>()
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};
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}
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DisplayItemContext[] itemContexts = new DisplayItemContext[items.Count];
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switch (listType)
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{
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case DisplayListAreaType.Weapon:
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if (items is IReadOnlyList<WeaponBase> weapons)
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{
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for (int i = 0; i < weapons.Count; i++)
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{
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WeaponBase weapon = weapons[i];
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if (weapon == null) break;
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itemContexts[i] = BuildWeaponItem(weapon);
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}
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}
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break;
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case DisplayListAreaType.Prop:
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if (items is IReadOnlyList<PropItem> propItems)
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{
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for (int i = 0; i < propItems.Count; i++)
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{
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PropItem propItem = propItems[i];
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if (propItem == null) break;
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itemContexts[i] = BuildPropItem(propItem);
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}
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}
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break;
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}
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int currentCount = itemContexts.Length;
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return new DisplayListAreaContext
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{
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Title = title,
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CurrentCount = currentCount,
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MaxCount = maxCount,
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ItemContexts = itemContexts
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};
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}
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private static string GetDisplayListTitle(DisplayListAreaType listType)
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{
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return listType switch
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{
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DisplayListAreaType.Weapon => "武器",
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DisplayListAreaType.Prop => "道具",
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_ => string.Empty
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};
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}
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private static DisplayItemContext BuildPropItem(PropItem propItem)
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{
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string iconAssetName = null;
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ItemRarity rarity = ItemRarity.None;
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if (propItem != null)
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{
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iconAssetName = propItem.IconAssetName;
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rarity = propItem.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IsWeapon = false
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};
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}
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private static DisplayItemContext BuildWeaponItem(WeaponBase weaponBase)
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{
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string iconAssetName = null;
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ItemRarity rarity = ItemRarity.None;
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if (weaponBase != null && weaponBase.WeaponData != null)
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{
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iconAssetName = weaponBase.WeaponData.IconAssetName;
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rarity = weaponBase.WeaponData.Rarity;
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}
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return new DisplayItemContext
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{
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IconAssetName = iconAssetName,
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Rarity = rarity,
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IsWeapon = true
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};
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}
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private static void AppendDisplayItemContext(DisplayListAreaContext listContext, DisplayItemContext newItem)
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{
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if (listContext == null)
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{
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Log.Error("ShopFormController.AppendDisplayItemContext() listContext is null.");
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return;
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}
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if (newItem == null)
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{
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Log.Warning("ShopFormController.AppendDisplayItemContext() newItem is null.");
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return;
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}
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int oldCount = listContext.ItemContexts != null ? listContext.ItemContexts.Length : 0;
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DisplayItemContext[] newContexts = new DisplayItemContext[oldCount + 1];
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if (oldCount > 0)
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{
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System.Array.Copy(listContext.ItemContexts, newContexts, oldCount);
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}
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newContexts[oldCount] = newItem;
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listContext.ItemContexts = newContexts;
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listContext.CurrentCount = oldCount + 1;
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}
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private async UniTask<GoodsItemContext> CreateGoodsItemContextAsync(GoodsItemRawData rawData,
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float timeout = 30f)
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{
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var context = new GoodsItemContext(rawData);
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context.Icon = context.ItemType switch
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{
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ItemType.Weapon => await GameEntry.SpriteCache.GetSprite(((DRWeapon)rawData.DataRow).IconAssetName),
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ItemType.Prop => await GameEntry.SpriteCache.GetSprite(((DRProp)rawData.DataRow).IconAssetName),
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_ => null
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};
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return context;
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}
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#endregion
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#region UI Methods
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public override async UniTask CloseUIAsync(object userData = null, float timeout = 30f)
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@ -250,6 +66,7 @@ namespace SepCore.UI
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if (userData is ShopRawData rawData)
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{
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await OpenUIAsync(rawData, timeout);
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return;
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}
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if (userData != null)
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@ -285,18 +102,6 @@ namespace SepCore.UI
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private async UniTask RefreshGoodsItems(ShopRefreshResult result)
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{
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if (result == null)
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{
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Log.Error("ShopFormController.RefreshGoodsItems() result is null.");
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return;
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}
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if (Context == null)
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{
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Log.Error("ShopFormController.RefreshGoodsItems() Context is null.");
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return;
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}
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for (int i = 0; i < result.GoodsItems.Count; i++)
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{
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if (i < Context.GoodsItems.Count)
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@ -308,8 +113,8 @@ namespace SepCore.UI
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if (Context.GoodsItems.Count != result.GoodsItems.Count)
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{
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Context.GoodsItems.RemoveRange(Context.GoodsItems.Count,
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Context.GoodsItems.Count - Context.GoodsItems.Count);
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int count = Context.GoodsItems.Count - result.GoodsItems.Count;
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Context.GoodsItems.RemoveRange(result.GoodsItems.Count, count);
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}
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Context.RefreshPrice = result.RefreshPrice;
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@ -321,18 +126,6 @@ namespace SepCore.UI
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private void ApplyGoodsPurchased(ShopPurchaseResult result)
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{
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if (result == null)
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{
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Log.Error("ShopFormController.ApplyGoodsPurchased() result is null.");
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return;
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}
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if (Context == null)
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{
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Log.Error("ShopFormController.ApplyGoodsPurchased() Context is null.");
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return;
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}
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if (Context.GoodsItems != null && result.GoodsIndex >= 0 && result.GoodsIndex < Context.GoodsItems.Count)
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{
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Context.GoodsItems[result.GoodsIndex] = null;
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@ -481,17 +274,17 @@ namespace SepCore.UI
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}
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private void ShopPurchase(object sender, GameEventArgs e)
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{
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OnPurchaseRequestAsync(sender, e).Forget();
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}
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private async UniTaskVoid OnPurchaseRequestAsync(object sender, GameEventArgs e)
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{
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if (e is not ShopPurchaseEventArgs args)
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{
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return;
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}
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OnPurchaseRequestAsync(args).Forget();
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}
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private async UniTaskVoid OnPurchaseRequestAsync(ShopPurchaseEventArgs args)
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{
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ShopPurchaseResult result = await _useCase.TryPurchaseAsync(args.GoodsIndex);
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if (result == null)
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{
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@ -582,7 +375,7 @@ namespace SepCore.UI
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_tooltipLocked = false;
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}
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}
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#endregion
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}
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}
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@ -308,6 +308,140 @@ SepCore.Presentation(Controller + Context + View)
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- UI 专用事件命名应体现模块归属,避免语义过宽
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- 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`
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### 6.4 UseCase 与编排层(Procedure)的通信方式
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**推荐方式:接口式引用(主要方式)**
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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。
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||||
|
||||
#### 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
|
||||
|
|
|
|||
Loading…
Reference in New Issue