重构:统一 UI 模块目录结构规范

- 事件命名规范化:RefreshEventArgs → LevelUpRefreshEventArgs
- LevelUp 子组件目录调整:LevelUpRewardItem + LevelUpRewardItemContext 移动到 LevelUp/
- Shop 子组件目录调整:DisplayItem/DisplayListArea/GoodsItem/ShopGoodsItem 及其 Context/RawData 全部移动到 Shop/
- 删除冗余文件:LevelUpRewardItemRawData(从未被使用)
- 新增 ObjectPool 目录结构
- 更新 LevelUpController 和 LevelUpForm 中的事件引用
This commit is contained in:
2026-06-17 09:50:47 +08:00
parent c30b256d7a
commit 5c3b87ab3f
31 changed files with 22 additions and 39 deletions
@@ -0,0 +1,72 @@
using Cysharp.Threading.Tasks;
using SepCore.Event;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
public class DisplayItem : MonoBehaviour
{
[SerializeField] private IconArea _iconArea;
[SerializeField] private RectTransform _itemRect;
private DisplayItemContext _context;
private int _index = -1;
public void SetIndex(int index)
{
_index = index;
}
public async UniTaskVoid OnInit(DisplayItemContext context, int index)
{
if (context == null) return;
_context = context;
_index = index;
if (_iconArea != null)
{
var sprite = await GameEntry.SpriteCache.GetSprite(_context.IconAssetName);
_iconArea.OnInit(sprite, context.Rarity);
}
}
public void OnReset()
{
_context = null;
_index = -1;
if (_iconArea != null)
{
_iconArea.OnReset();
}
}
public void OnItemInfoShow()
{
if (_index < 0) return;
if (_itemRect == null) return;
Rect rect = _itemRect.rect;
Vector3 targetPos = _itemRect.TransformPoint(new Vector3(
(rect.xMin + rect.xMax) / 2,
rect.yMax,
0f)
);
GameEntry.Event.Fire(this, DisplayItemHoverEventArgs.Create(_index, _context.IsWeapon, targetPos));
}
public void OnItemInfoLock()
{
GameEntry.Event.Fire(this, DisplayItemLockEventArgs.Create());
}
public void OnItemInfoHide()
{
GameEntry.Event.Fire(this, DisplayItemHideEventArgs.Create());
}
}
}
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@@ -0,0 +1,25 @@
using SepCore.Definition;
namespace SepCore.UI
{
public class DisplayItemContext : UIContext
{
public string IconAssetName;
public ItemRarity Rarity;
public bool IsWeapon;
public DisplayItemContext()
{
IconAssetName = string.Empty;
Rarity = ItemRarity.None;
IsWeapon = false;
}
public DisplayItemContext(DisplayItemRawData rawData)
{
this.IconAssetName = rawData.IconAssetName;
this.Rarity = rawData.Rarity;
this.IsWeapon = rawData.IsWeapon;
}
}
}
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@@ -0,0 +1,285 @@
using System;
using System.Collections.Generic;
using GameFramework.ObjectPool;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace SepCore.UI
{
public enum DisplayListAreaType : byte
{
None = 0,
Prop = 1,
Weapon = 2
}
public class DisplayListArea : MonoBehaviour
{
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _countText;
[SerializeField] private DisplayItem _displayItemTemplate;
[SerializeField] private Transform _displayItemRoot;
[SerializeField] private Vector2 _startPosition = Vector2.zero;
[SerializeField] private float _itemSize = 150f;
[SerializeField] private float _itemSpacing = 10f;
[SerializeField] private int _fixedColumnCount = 0;
[SerializeField] private int _instancePoolCapacity = 32;
private DisplayListAreaContext _context;
private IObjectPool<DisplayItemObject> _displayItemObjectPool;
private const string DisplayItemPoolName = "DisplayItem";
private readonly List<DisplayItem> _activeItems = new List<DisplayItem>();
public void OnInit(DisplayListAreaContext context)
{
if (context == null)
{
Log.Warning("DisplayListArea context is invalid.");
return;
}
EnsurePool();
_context = context;
if (_titleText != null) _titleText.text = context.Title;
UpdateCountText(context.CurrentCount, context.MaxCount);
int itemCount = context.ItemContexts?.Length ?? 0;
int targetCount = Mathf.Min(context.CurrentCount, itemCount);
EnsureItemCount(targetCount);
for (int i = 0; i < targetCount; i++)
{
_activeItems[i].OnInit(context.ItemContexts[i], i).Forget();
}
LayoutItems();
}
public void OnReset()
{
_context = null;
for (int i = _activeItems.Count - 1; i >= 0; i--)
{
HideItem(_activeItems[i]);
}
}
public void OnDestroy()
{
_displayItemObjectPool?.ReleaseAllUnused();
}
public DisplayItem AddItem(DisplayItemContext itemContext)
{
EnsurePool();
if (_displayItemObjectPool == null)
{
return null;
}
DisplayItem item = CreateItem();
if (item == null)
{
return null;
}
int index = _activeItems.Count;
_activeItems.Add(item);
item.OnInit(itemContext, index).Forget();
item.SetIndex(index);
int columnCount = _fixedColumnCount > 0 ? _fixedColumnCount : CalculateColumnCount(GetRootWidth());
LayoutItem(item, index, columnCount);
int currentCount = _activeItems.Count;
int maxCount = _context != null ? _context.MaxCount : -1;
if (_context != null)
{
_context.CurrentCount = currentCount;
}
UpdateCountText(currentCount, maxCount);
return item;
}
public bool RemoveItemAt(int index)
{
if (index < 0 || index >= _activeItems.Count)
{
return false;
}
HideItem(_activeItems[index]);
LayoutItems();
int currentCount = _activeItems.Count;
int maxCount = _context != null ? _context.MaxCount : -1;
if (_context != null)
{
_context.CurrentCount = currentCount;
}
UpdateCountText(currentCount, maxCount);
return true;
}
private void EnsurePool()
{
if (_displayItemObjectPool != null) return;
if (_displayItemRoot == null)
{
_displayItemRoot = transform;
}
GridLayoutGroup gridLayout = _displayItemRoot.GetComponent<GridLayoutGroup>();
if (gridLayout != null)
{
gridLayout.enabled = false;
}
if (GameEntry.ObjectPool.HasObjectPool<DisplayItemObject>(DisplayItemPoolName))
{
_displayItemObjectPool = GameEntry.ObjectPool.GetObjectPool<DisplayItemObject>(DisplayItemPoolName);
return;
}
if (_displayItemTemplate == null)
{
Debug.LogError("DisplayListArea requires a DisplayItem template.");
return;
}
_displayItemObjectPool =
GameEntry.ObjectPool.CreateSingleSpawnObjectPool<DisplayItemObject>(DisplayItemPoolName,
_instancePoolCapacity);
}
private void EnsureItemCount(int count)
{
if (_displayItemObjectPool == null) return;
for (int i = _activeItems.Count; i < count; i++)
{
DisplayItem item = CreateItem();
if (item == null)
{
break;
}
_activeItems.Add(item);
}
for (int i = _activeItems.Count - 1; i >= count; i--)
{
HideItem(_activeItems[i]);
}
}
private DisplayItem CreateItem()
{
DisplayItem item = null;
DisplayItemObject itemObject = _displayItemObjectPool.Spawn();
if (itemObject != null)
{
item = (DisplayItem)itemObject.Target;
}
else
{
if (_displayItemTemplate == null)
{
Debug.LogError("DisplayListArea requires a DisplayItem template.");
return null;
}
item = Instantiate(_displayItemTemplate);
_displayItemObjectPool.Register(DisplayItemObject.Create(item), true);
}
if (_displayItemRoot != null)
{
Transform itemTransform = item.transform;
itemTransform.SetParent(_displayItemRoot, false);
}
item.gameObject.SetActive(true);
return item;
}
private void HideItem(DisplayItem item)
{
if (item == null) return;
item.OnReset();
_activeItems.Remove(item);
item.gameObject.SetActive(false);
_displayItemObjectPool?.Unspawn(item);
}
private void LayoutItems()
{
if (_displayItemRoot == null) return;
int columnCount = _fixedColumnCount > 0 ? _fixedColumnCount : CalculateColumnCount(GetRootWidth());
for (int i = 0; i < _activeItems.Count; i++)
{
DisplayItem item = _activeItems[i];
item.SetIndex(i);
LayoutItem(item, i, columnCount);
}
}
private void LayoutItem(DisplayItem item, int index, int columnCount)
{
if (item == null) return;
RectTransform itemRect = item.GetComponent<RectTransform>();
if (itemRect == null) return;
float step = _itemSize + _itemSpacing;
int row = index / columnCount;
int col = index % columnCount;
itemRect.anchorMin = new Vector2(0f, 1f);
itemRect.anchorMax = new Vector2(0f, 1f);
itemRect.pivot = new Vector2(0f, 1f);
itemRect.sizeDelta = new Vector2(_itemSize, _itemSize);
itemRect.anchoredPosition = _startPosition + new Vector2(col * step, -row * step);
}
private float GetRootWidth()
{
RectTransform rootRect = _displayItemRoot as RectTransform;
return rootRect != null ? rootRect.rect.width : 0f;
}
private int CalculateColumnCount(float rootWidth)
{
if (rootWidth <= 0f) return 1;
float step = _itemSize + _itemSpacing;
int columns = Mathf.FloorToInt((rootWidth + _itemSpacing) / step);
return Mathf.Max(1, columns);
}
private void UpdateCountText(int currentCount, int maxCount)
{
if (_countText == null) return;
_countText.text = maxCount == -1 ? $"({currentCount})" : $"({currentCount}/{maxCount})";
}
}
}
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@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SepCore.UI
{
public class DisplayListAreaContext : UIContext
{
public string Title;
public int CurrentCount;
public int MaxCount = -1;
public DisplayItemContext[] ItemContexts;
}
}
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@@ -0,0 +1,56 @@
using Cysharp.Threading.Tasks;
using SepCore.CustomUtility;
using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;
namespace SepCore.UI
{
public class GoodsItemContext : UIContext
{
public string Title;
public ItemRarity Rarity;
public Sprite Icon;
public ItemType ItemType;
public string Description;
public int Price;
public GoodsItemContext()
{
Title = string.Empty;
Description = string.Empty;
Rarity = ItemRarity.White;
Price = 0;
Icon = null;
ItemType = ItemType.None;
}
public GoodsItemContext(GoodsItemRawData rawData)
{
Price = rawData.Price;
Rarity = rawData.Rarity;
ItemType = rawData.ItemType;
if (ItemType == ItemType.None)
{
Description = string.Empty;
Icon = null;
Title = string.Empty;
}
else if (ItemType == ItemType.Weapon)
{
var weapon = (DRWeapon)rawData.DataRow;
Title = weapon.Title;
Description = ItemDescUtility.CreateWeaponDescription(weapon);
}
else
{
var prop = (DRProp)rawData.DataRow;
Title = prop.Title;
Description = ItemDescUtility.CreatePropDescription(prop.Modifiers);
}
}
}
}
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@@ -0,0 +1,39 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
public class ShopGoodsItem : MonoBehaviour
{
[SerializeField] private IconArea _iconArea;
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _typeText;
[SerializeField] private TMP_Text _descriptionText;
[SerializeField] private TMP_Text _costText;
#region Init
public void Init(GoodsItemContext data)
{
_iconArea.OnInit(data.Icon, data.Rarity);
_titleText.text = data.Title;
_typeText.text = data.ItemType switch
{
ItemType.None => "error",
ItemType.Weapon => "武器",
ItemType.Prop => "道具",
_ => throw new ArgumentOutOfRangeException()
};
_descriptionText.text = data.Description;
_costText.text = $"{data.Price} <sprite name=\"coin\" index=0>";
}
#endregion
}
}
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