继续调整,创建 Procedure 与 Presentation 程序集
- 创建 Procedure 与 Presentation 两个程序集 - 初步解决这两个程序集与原程序集的引用关系
This commit is contained in:
@@ -1,14 +1,5 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using CustomComponent;
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using CustomComponent;
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using Simulation;
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using StarForce;
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using UI;
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using UnityEngine;
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/// <summary>
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@@ -22,10 +13,6 @@ public partial class GameEntry : MonoBehaviour
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public static DamageTextComponent DamageText { get; private set; }
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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public static RuntimeDebugPanelComponent RuntimeDebugPanel { get; private set; }
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#endif
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public static EnemyManagerComponent EnemyManager { get; private set; }
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public static SimulationWorld SimulationWorld { get; private set; }
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@@ -39,17 +26,8 @@ public partial class GameEntry : MonoBehaviour
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BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
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HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
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DamageText = UnityGameFramework.Runtime.GameEntry.GetComponent<DamageTextComponent>();
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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RuntimeDebugPanel = UnityGameFramework.Runtime.GameEntry.GetComponent<RuntimeDebugPanelComponent>();
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#endif
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EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
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SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
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if (SimulationWorld == null && Base != null)
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{
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SimulationWorld = Base.gameObject.AddComponent<SimulationWorld>();
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}
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SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
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UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
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}
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@@ -0,0 +1,188 @@
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using System;
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using System.Collections.Generic;
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using SepCore.Definition;
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using Entity.EntityData;
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using UnityGameFramework.Runtime;
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using SepCore.DataTable;
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using CustomUtility;
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namespace Entity
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{
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public static class EntityExtension
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{
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private static int s_SerialId = -10;
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private const string EntityNamespace = "Entity.";
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private static readonly Dictionary<string, Type> _typeDict;
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private static readonly Dictionary<int, string> _assetNameDict;
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static EntityExtension()
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{
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_typeDict = new Dictionary<string, Type>();
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_assetNameDict = new Dictionary<int, string>();
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}
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public static EntityBase GetGameEntity(this EntityComponent entityComponent, int entityId)
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{
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UnityGameFramework.Runtime.Entity entity = entityComponent.GetEntity(entityId);
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if (entity == null)
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{
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return null;
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}
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return (EntityBase)entity.Logic;
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}
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public static void HideEntity(this EntityComponent entityComponent, EntityBase entity)
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{
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entityComponent.HideEntity(entity.Entity);
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}
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public static void AttachEntity(this EntityComponent entityComponent, EntityBase entityBase, int ownerId,
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string parentTransformPath = null, object userData = null)
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{
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entityComponent.AttachEntity(entityBase.Entity, ownerId, parentTransformPath, userData);
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}
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public static void ShowPlayer(this EntityComponent entityComponent, PlayerData data)
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{
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entityComponent.ShowEntity(typeof(Player), "Player", Constant.AssetPriority.PlayerAsset, data);
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}
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public static void ShowEnemy(this EntityComponent entityComponent, EnemyData data)
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{
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if (data == null)
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{
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Log.Warning("Enemy data is invalid.");
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return;
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}
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var enemyType = TryGetType(data.EnemyType.ToString());
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var assetName = TryGetAssetName(data.EntityTypeId);
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entityComponent.ShowEntity(
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entityId: data.Id,
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entityLogicType: enemyType,
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entityAssetName: AssetUtility.GetEntityAsset(assetName),
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entityGroupName: "Enemy",
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priority: Constant.AssetPriority.BulletAsset,
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userData: data);
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}
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public static void ShowWeapon(this EntityComponent entityComponent, WeaponData data)
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{
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if (data == null)
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{
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Log.Warning("Weapon data is invalid.");
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return;
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}
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var weaponType = TryGetType("Weapon." + data.WeaponType);
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var assetName = TryGetAssetName(data.EntityTypeId);
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entityComponent.ShowEntity(
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entityId: data.Id,
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entityLogicType: weaponType,
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entityAssetName: AssetUtility.GetEntityAsset(assetName),
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entityGroupName: "Weapon",
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priority: Constant.AssetPriority.BulletAsset,
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userData: data);
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}
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// public static void ShowBullet(this EntityComponent entityComponent, BulletData data)
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// {
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// if (data == null)
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// {
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// Log.Warning("Bullet data is invalid.");
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// return;
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// }
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//
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// var bulletType = TryGetType(data.BulletType.ToString());
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// string assetName = TryGetAssetName(data.EntityTypeId);
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//
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// entityComponent.ShowEntity(
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// entityId: data.Id,
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// entityLogicType: bulletType,
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// entityAssetName: AssetUtility.GetEntityAsset(assetName),
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// entityGroupName: "Bullet",
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// priority: Constant.AssetPriority.BulletAsset,
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// userData: data);
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// }
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public static void ShowEffect(this EntityComponent entityComponent, EffectData data)
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{
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entityComponent.ShowEntity(typeof(Effect), "Effect", Constant.AssetPriority.EffectAsset, data);
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}
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public static void ShowCoin(this EntityComponent entityComponent, CoinData data)
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{
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entityComponent.ShowEntity(typeof(CoinEntity), "Drop", Constant.AssetPriority.EffectAsset, data);
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}
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public static void ShowExp(this EntityComponent entityComponent, ExpData data)
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{
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entityComponent.ShowEntity(typeof(ExpEntity), "Drop", Constant.AssetPriority.EffectAsset, data);
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}
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private static void ShowEntity(this EntityComponent entityComponent, Type logicType, string entityGroup,
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int priority, EntityDataBase data)
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{
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if (data == null)
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{
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Log.Warning("Data is invalid.");
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return;
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}
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DREntity drEntity = GameEntry.DataTable.GetDataTableRow<DREntity>(data.TypeId);
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if (drEntity == null)
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{
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Log.Warning("Can not load entity id '{0}' from data table.", data.TypeId.ToString());
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return;
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}
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entityComponent.ShowEntity(data.Id, logicType, AssetUtility.GetEntityAsset(drEntity.AssetName), entityGroup,
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priority, data);
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}
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private static Type TryGetType(string rawTypeName)
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{
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string typeName = EntityNamespace + rawTypeName;
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if (!_typeDict.TryGetValue(typeName, out Type type))
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{
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type = Type.GetType(typeName);
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if (type == null)
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{
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Log.Warning("Can not load entity type '{0}'.", typeName);
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return null;
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}
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_typeDict.Add(typeName, type);
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}
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return type;
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}
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private static string TryGetAssetName(int entityId)
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{
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if (!_assetNameDict.TryGetValue(entityId, out string assetName))
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{
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DREntity drEntity = GameEntry.DataTable.GetDataTableRow<DREntity>(entityId);
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if (drEntity == null)
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{
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Log.Warning("Can not load bullet entity id '{0}' from data table.", entityId.ToString());
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return null;
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}
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assetName = drEntity.AssetName;
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_assetNameDict.Add(entityId, assetName);
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}
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return assetName;
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}
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public static int GenerateSerialId(this EntityComponent entityComponent)
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{
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return --s_SerialId;
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 626632079980ad34595c3b43a062a664
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timeCreated: 1528026153
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licenseType: Pro
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MonoImporter:
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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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+13
-24
@@ -10,48 +10,37 @@ using GameFramework;
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using StarForce;
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using UI;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityGameFramework.Runtime;
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namespace CustomComponent
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{
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public class BuiltinDataComponent : GameFrameworkComponent
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{
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[SerializeField]
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private TextAsset m_BuildInfoTextAsset = null;
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[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
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private TextAsset _buildInfoTextAsset = null;
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[SerializeField]
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private TextAsset m_DefaultDictionaryTextAsset = null;
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[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
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private TextAsset _defaultDictionaryTextAsset = null;
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[SerializeField]
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private UpdateResourceForm m_UpdateResourceFormTemplate = null;
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[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
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private GameObject _updateResourceFormTemplate = null;
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private BuildInfo m_BuildInfo = null;
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public BuildInfo BuildInfo
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{
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get
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{
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return m_BuildInfo;
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}
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}
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public BuildInfo BuildInfo => m_BuildInfo;
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public UpdateResourceForm UpdateResourceFormTemplate
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{
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get
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{
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return m_UpdateResourceFormTemplate;
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}
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}
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public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
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public void InitBuildInfo()
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{
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if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
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if (_buildInfoTextAsset == null || string.IsNullOrEmpty(_buildInfoTextAsset.text))
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{
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Log.Info("Build info can not be found or empty.");
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return;
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}
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m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
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m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
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if (m_BuildInfo == null)
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{
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Log.Warning("Parse build info failure.");
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@@ -61,13 +50,13 @@ namespace CustomComponent
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public void InitDefaultDictionary()
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{
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if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
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if (_defaultDictionaryTextAsset == null || string.IsNullOrEmpty(_defaultDictionaryTextAsset.text))
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{
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Log.Info("Default dictionary can not be found or empty.");
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return;
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}
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if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
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if (!GameEntry.Localization.ParseData(_defaultDictionaryTextAsset.text))
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{
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Log.Warning("Parse default dictionary failure.");
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return;
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-527
@@ -1,527 +0,0 @@
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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using System;
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using System.Linq;
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using Components;
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using SepCore.Event;
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using SepCore.DataTable;
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using SepCore.Definition;
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using Entity;
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using CustomUtility;
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using Procedure;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace CustomComponent
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{
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public class RuntimeDebugPanelComponent : GameFrameworkComponent
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{
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private const float MinSpawnRate = 0.1f;
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private const float CornerTapWindow = 0.6f;
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private const int RequiredCornerTapCount = 3;
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private const int DebugHealAmount = 200;
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[Header("Window Content")]
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[SerializeField] private bool _showBuffSection = true;
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[SerializeField] private bool _showBattleOverview = true;
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[SerializeField] private bool _showCollisionStats = true;
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[SerializeField] private bool _showSpawnControls = true;
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[SerializeField] private bool _showBattleDurationControls = true;
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[SerializeField] private bool _showPlayerWeaponControls = true;
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[SerializeField] private bool _showPlayerHealthControls = true;
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[SerializeField] private bool _showTips = true;
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private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
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private bool _isPanelVisible;
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private int _windowId;
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private string _searchText = string.Empty;
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private int _selectedIndex;
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private int _addCount = 1;
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private Vector2 _buffScroll;
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private float _spawnRateScaleInput = 1f;
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private float _extendDurationSeconds = 30f;
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private DRProp[] _allProps = Array.Empty<DRProp>();
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private DRProp[] _filteredProps = Array.Empty<DRProp>();
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private string[] _displayNames = Array.Empty<string>();
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private int _cornerTapCount;
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private float _lastCornerTapTime = -10f;
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private bool _lockPlayerHealthToMax;
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protected override void Awake()
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{
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base.Awake();
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_windowId = GetInstanceID();
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}
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private void Update()
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{
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if (IsTogglePressed())
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{
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_isPanelVisible = !_isPanelVisible;
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}
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HandleCornerTapGesture();
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if (_lockPlayerHealthToMax)
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{
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KeepPlayerHealthAtMax();
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}
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}
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private void OnGUI()
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{
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DrawToggleButton();
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if (!_isPanelVisible) return;
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_windowRect = GUI.Window(_windowId, _windowRect, DrawWindow, "Runtime Debug Panel");
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}
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private void DrawToggleButton()
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{
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const float width = 64f;
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const float height = 30f;
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Rect buttonRect = new Rect(Screen.width - width - 12f, 10f, width, height);
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if (GUI.Button(buttonRect, "DEBUG"))
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{
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_isPanelVisible = !_isPanelVisible;
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}
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}
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private void DrawWindow(int windowId)
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{
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if (_showBuffSection)
|
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{
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EnsurePropList();
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||||
}
|
||||
|
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GUILayout.BeginVertical();
|
||||
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||||
bool hasPreviousSection = false;
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||||
if (_showBuffSection)
|
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{
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DrawBuffSection();
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hasPreviousSection = true;
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}
|
||||
|
||||
if (HasVisibleBattleSection())
|
||||
{
|
||||
if (hasPreviousSection)
|
||||
{
|
||||
GUILayout.Space(8f);
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GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
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||||
GUILayout.Space(8f);
|
||||
}
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||||
|
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DrawBattleSection();
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hasPreviousSection = true;
|
||||
}
|
||||
|
||||
if (_showTips)
|
||||
{
|
||||
if (hasPreviousSection)
|
||||
{
|
||||
GUILayout.Space(8f);
|
||||
}
|
||||
|
||||
GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUI.DragWindow(new Rect(0, 0, 10000, 22));
|
||||
}
|
||||
|
||||
private void DrawBuffSection()
|
||||
{
|
||||
GUILayout.Label("Buff Debug");
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||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Search", GUILayout.Width(52f));
|
||||
_searchText = GUILayout.TextField(_searchText);
|
||||
if (GUILayout.Button("Refresh", GUILayout.Width(80f)))
|
||||
{
|
||||
EnsurePropList(true);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
ApplyFilter(_searchText);
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||||
if (_displayNames.Length == 0)
|
||||
{
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||||
GUILayout.Label("No Buff data. Enter battle and try again.");
|
||||
return;
|
||||
}
|
||||
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
|
||||
_buffScroll = GUILayout.BeginScrollView(_buffScroll, GUILayout.Height(120f));
|
||||
_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
|
||||
GUILayout.EndScrollView();
|
||||
|
||||
DRProp selectedProp = GetSelectedProp();
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||||
if (selectedProp == null) return;
|
||||
|
||||
GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
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||||
GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Count", GUILayout.Width(52f));
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||||
string addCountText = GUILayout.TextField(_addCount.ToString(), GUILayout.Width(60f));
|
||||
if (!int.TryParse(addCountText, out _addCount)) _addCount = 1;
|
||||
_addCount = Mathf.Clamp(_addCount, 1, 99);
|
||||
|
||||
if (GUILayout.Button("Add Buff To Player", GUILayout.Height(24f)))
|
||||
{
|
||||
AddSelectedBuffToPlayer(selectedProp, _addCount);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawBattleSection()
|
||||
{
|
||||
GUILayout.Label("Battle Debug");
|
||||
ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
|
||||
EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
|
||||
Player player = FindPlayer();
|
||||
HealthComponent playerHealth = player != null ? player.GetComponent<HealthComponent>() : null;
|
||||
|
||||
if (enemyManager == null)
|
||||
{
|
||||
GUILayout.Label("EnemyManager unavailable.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (procedure == null)
|
||||
{
|
||||
GUILayout.Label("ProcedureGame unavailable.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_showBattleOverview)
|
||||
{
|
||||
GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
|
||||
GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
|
||||
GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
|
||||
}
|
||||
|
||||
Simulation.SimulationWorld simulationWorld = GameEntry.SimulationWorld;
|
||||
if (_showCollisionStats && simulationWorld != null)
|
||||
{
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(
|
||||
$"Collision Queries: total {simulationWorld.LastCollisionQueryCount} (Projectile {simulationWorld.LastProjectileCollisionQueryCount} / Area {simulationWorld.LastAreaCollisionQueryCount})");
|
||||
GUILayout.Label(
|
||||
$"Collision Candidates: total {simulationWorld.LastCollisionCandidateCount} (Projectile {simulationWorld.LastProjectileCollisionCandidateCount} / Area {simulationWorld.LastAreaCollisionCandidateCount})");
|
||||
GUILayout.Label(
|
||||
$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
|
||||
GUILayout.Label(
|
||||
$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
|
||||
if (simulationWorld.LastCollisionCandidateCount != 0)
|
||||
{
|
||||
Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
|
||||
}
|
||||
|
||||
if (simulationWorld.LastResolvedAreaHitCount != 0)
|
||||
{
|
||||
Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
|
||||
}
|
||||
}
|
||||
|
||||
if (_showSpawnControls)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Rate", GUILayout.Width(52f));
|
||||
string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
|
||||
if (float.TryParse(rateText, out float parsedRate))
|
||||
{
|
||||
_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(70f)))
|
||||
{
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
|
||||
{
|
||||
_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("x2", GUILayout.Width(60f)))
|
||||
{
|
||||
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showBattleDurationControls)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Add Sec", GUILayout.Width(52f));
|
||||
string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
|
||||
if (float.TryParse(durationText, out float parsedDuration))
|
||||
{
|
||||
_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
|
||||
{
|
||||
if (procedure.CurrentGameState is GameStateBattle gameState)
|
||||
{
|
||||
gameState.AddBattleDuration(_extendDurationSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerWeaponControls)
|
||||
{
|
||||
GUILayout.Label(
|
||||
$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = player != null;
|
||||
if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(true);
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerHealthControls)
|
||||
{
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(
|
||||
$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = playerHealth != null;
|
||||
if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
|
||||
{
|
||||
AddPlayerHealth(playerHealth, DebugHealAmount);
|
||||
}
|
||||
|
||||
if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
|
||||
{
|
||||
_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
|
||||
if (_lockPlayerHealthToMax)
|
||||
{
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasVisibleBattleSection()
|
||||
{
|
||||
return _showBattleOverview ||
|
||||
_showCollisionStats ||
|
||||
_showSpawnControls ||
|
||||
_showBattleDurationControls ||
|
||||
_showPlayerWeaponControls ||
|
||||
_showPlayerHealthControls;
|
||||
}
|
||||
|
||||
private void EnsurePropList(bool force = false)
|
||||
{
|
||||
if (!force && _allProps != null && _allProps.Length > 0) return;
|
||||
|
||||
if (GameEntry.DataTable == null)
|
||||
{
|
||||
_allProps = Array.Empty<DRProp>();
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
var table = GameEntry.DataTable.GetDataTable<DRProp>();
|
||||
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
|
||||
ApplyFilter(_searchText);
|
||||
}
|
||||
|
||||
private void ApplyFilter(string keyword)
|
||||
{
|
||||
if (_allProps == null || _allProps.Length == 0)
|
||||
{
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (string.IsNullOrWhiteSpace(keyword))
|
||||
{
|
||||
_filteredProps = _allProps;
|
||||
}
|
||||
else
|
||||
{
|
||||
string search = keyword.Trim();
|
||||
_filteredProps = _allProps.Where(p =>
|
||||
p != null &&
|
||||
(p.Title?.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0 ||
|
||||
p.Id.ToString().Contains(search))).ToArray();
|
||||
}
|
||||
|
||||
_displayNames = _filteredProps.Select(p => $"[{p.Id}] {p.Title} ({p.Rarity})").ToArray();
|
||||
if (_displayNames.Length == 0) _selectedIndex = 0;
|
||||
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
|
||||
}
|
||||
|
||||
private DRProp GetSelectedProp()
|
||||
{
|
||||
if (_filteredProps == null || _filteredProps.Length == 0) return null;
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
|
||||
return _filteredProps[_selectedIndex];
|
||||
}
|
||||
|
||||
private static Player FindPlayer()
|
||||
{
|
||||
return UnityEngine.Object.FindObjectOfType<Player>();
|
||||
}
|
||||
|
||||
private void KeepPlayerHealthAtMax()
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null) return;
|
||||
|
||||
HealthComponent playerHealth = player.GetComponent<HealthComponent>();
|
||||
if (playerHealth == null) return;
|
||||
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
|
||||
private static void AddPlayerHealth(HealthComponent playerHealth, int amount)
|
||||
{
|
||||
if (playerHealth == null || amount <= 0) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0) return;
|
||||
|
||||
int nextHealth = Mathf.Clamp(playerHealth.CurrentHealth + amount, 0, maxHealth);
|
||||
if (nextHealth == playerHealth.CurrentHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = nextHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void RestorePlayerHealthToMax(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0 || playerHealth.CurrentHealth >= maxHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = maxHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void PublishPlayerHealthChanged(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null || GameEntry.Event == null) return;
|
||||
|
||||
GameEntry.Event.Fire(null,
|
||||
PlayerHealthChangeEventArgs.Create(0, playerHealth.CurrentHealth, playerHealth.MaxHealth));
|
||||
}
|
||||
|
||||
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null || prop == null || prop.Modifiers == null) return;
|
||||
|
||||
int applyCount = Mathf.Clamp(count, 1, 99);
|
||||
for (int i = 0; i < applyCount; i++)
|
||||
{
|
||||
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCornerTapGesture()
|
||||
{
|
||||
if (!TryGetTouchReleased(out Vector2 touchPosition)) return;
|
||||
if (touchPosition.x > 80f || touchPosition.y < Screen.height - 80f) return;
|
||||
|
||||
float now = Time.unscaledTime;
|
||||
if (now - _lastCornerTapTime > CornerTapWindow)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
}
|
||||
|
||||
_lastCornerTapTime = now;
|
||||
_cornerTapCount++;
|
||||
|
||||
if (_cornerTapCount >= RequiredCornerTapCount)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
_isPanelVisible = !_isPanelVisible;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsTogglePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard == null) return false;
|
||||
return keyboard.backquoteKey.wasPressedThisFrame || keyboard.f8Key.wasPressedThisFrame;
|
||||
#else
|
||||
return Input.GetKeyDown(KeyCode.BackQuote) || Input.GetKeyDown(KeyCode.F8);
|
||||
#endif
|
||||
}
|
||||
|
||||
private static bool TryGetTouchReleased(out Vector2 touchPosition)
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Touchscreen touchscreen = Touchscreen.current;
|
||||
if (touchscreen == null)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
var touch = touchscreen.primaryTouch;
|
||||
if (!touch.press.wasReleasedThisFrame)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position.ReadValue();
|
||||
return true;
|
||||
#else
|
||||
if (Input.touchCount <= 0)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
Touch touch = Input.GetTouch(0);
|
||||
if (touch.phase != TouchPhase.Ended)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -4,8 +4,6 @@ using SepCore.Definition;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using GameFramework.Event;
|
||||
using Procedure;
|
||||
using StarForce;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a11ef2e359b24bfdb6c9120cc2ec81b8
|
||||
guid: 710248cee26a898459031e4336703628
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de04e3a2f42efa84798cde2397f505db
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace UI
|
||||
{
|
||||
public class RoleItemRawData
|
||||
{
|
||||
public int RoleId;
|
||||
public string IconName;
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d8ada5157a04921a6e543a040e57960
|
||||
guid: bd682bb88cf9b8c4fac0fe7002d3646b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace UI
|
||||
{
|
||||
public class RolePropertyAreaRawData
|
||||
{
|
||||
public string RoleName;
|
||||
public string InitialPropertyText;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a582029cb4c5e5459ebe6d42335299f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 476e0babdb10df1499873cc46eaaa41e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+5
-6
@@ -2,19 +2,18 @@ using SepCore.Definition;
|
||||
using Entity;
|
||||
using CustomUtility;
|
||||
using Entity.Weapon;
|
||||
using Procedure;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class DisplayItemInfoFormUseCase : IUIUseCase
|
||||
{
|
||||
private readonly ProcedureGame _procedureGame;
|
||||
private readonly Player _player;
|
||||
|
||||
private Player Player => _procedureGame != null ? _procedureGame.Player : null;
|
||||
private Player Player => _player;
|
||||
|
||||
public DisplayItemInfoFormUseCase(ProcedureGame procedureGame)
|
||||
public DisplayItemInfoFormUseCase(Player player)
|
||||
{
|
||||
_procedureGame = procedureGame;
|
||||
_player = player;
|
||||
}
|
||||
|
||||
public DisplayItemInfoFormRawData CreateModel(int index, bool isWeapon)
|
||||
@@ -72,4 +71,4 @@ namespace UI
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
using UnityGameFramework.Runtime;
|
||||
using CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
internal class LevelUpFormUseCase : IUIUseCase
|
||||
public class LevelUpFormUseCase : IUIUseCase
|
||||
{
|
||||
private const int BaseRefreshPrice = 2;
|
||||
private readonly GameStateLevelUp _gameStateLevelUp;
|
||||
private readonly Action _onCompleted;
|
||||
private readonly DRLevelUpReward[] _allRewards;
|
||||
private readonly IDataTable<DRLevelRarity> _levelRarityTable;
|
||||
private readonly Dictionary<ItemRarity, List<DRLevelUpReward>> _rewardsByRarity = new();
|
||||
@@ -22,13 +22,13 @@ namespace UI
|
||||
|
||||
private int _refreshCount;
|
||||
private LevelUpFormRawData _currentModel;
|
||||
|
||||
|
||||
private readonly Player _player;
|
||||
|
||||
public LevelUpFormUseCase(Player player, GameStateLevelUp gameStateLevelUp)
|
||||
public LevelUpFormUseCase(Player player, Action onCompleted)
|
||||
{
|
||||
_player = player;
|
||||
_gameStateLevelUp = gameStateLevelUp;
|
||||
_onCompleted = onCompleted;
|
||||
_allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
|
||||
_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace UI
|
||||
{
|
||||
_refreshCount = 0;
|
||||
|
||||
if (_gameStateLevelUp == null || _player.PendingLevelPoints <= 0)
|
||||
if (_player == null || _player.PendingLevelPoints <= 0)
|
||||
{
|
||||
_currentModel = null;
|
||||
return null;
|
||||
@@ -90,7 +90,7 @@ namespace UI
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
_gameStateLevelUp.IsCompleted = true;
|
||||
_onCompleted?.Invoke();
|
||||
_currentModel = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9cd57f1c1a63854e8ba23be83ead8b4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class DisplayItemRawData
|
||||
{
|
||||
public string IconAssetName;
|
||||
public ItemRarity Rarity;
|
||||
public bool IsWeapon;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a8892ea402a6ca4b943466ac00676e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,14 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class DisplayListAreaRawData
|
||||
{
|
||||
public string Title;
|
||||
public int CurrentCount;
|
||||
public int MaxCount = -1;
|
||||
public DisplayItemRawData[] ItemContexts;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 06d87c8d30eefa645b7d84c306bf2cb8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,15 @@
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class GoodsItemRawData
|
||||
{
|
||||
public string Title;
|
||||
public ItemRarity Rarity;
|
||||
public string Type;
|
||||
public Sprite Icon;
|
||||
public string Description;
|
||||
public int Price;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b9270fdc0ddab146bd3b5d9b2261a39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,14 @@
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class LevelUpRewardItemRawData
|
||||
{
|
||||
public string Title;
|
||||
public Sprite Icon;
|
||||
public ItemRarity ItemRarity;
|
||||
public string Description;
|
||||
public string IconAssetName;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56a75fb39cca45c4ea220af2c850e677
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -9,7 +9,7 @@ namespace UI
|
||||
public int CurrentLevel;
|
||||
public int RefreshPrice;
|
||||
public int PlayerCoin;
|
||||
public List<GoodsItemContext> GoodsItems;
|
||||
public List<GoodsItemRawData> GoodsItems;
|
||||
public IReadOnlyList<PropItem> PropItems;
|
||||
public int PropMaxCount = -1;
|
||||
public IReadOnlyList<WeaponBase> WeaponItems;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using SepCore.DataTable;
|
||||
@@ -6,30 +7,30 @@ 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 sealed class ShopRefreshResult
|
||||
{
|
||||
public List<GoodsItemContext> GoodsItems;
|
||||
public List<GoodsItemRawData> GoodsItems;
|
||||
public int RefreshPrice;
|
||||
}
|
||||
|
||||
internal sealed class ShopPurchaseResult
|
||||
public sealed class ShopPurchaseResult
|
||||
{
|
||||
public int GoodsIndex;
|
||||
public DisplayItemContext DisplayItem;
|
||||
public DisplayItemRawData DisplayItem;
|
||||
}
|
||||
|
||||
internal class ShopFormUseCase : IUIUseCase
|
||||
public class ShopFormUseCase : IUIUseCase
|
||||
{
|
||||
private readonly ProcedureGame _procedureGame;
|
||||
private readonly GameStateShop _gameStateShop;
|
||||
|
||||
private readonly Player _player;
|
||||
private readonly int _currentLevel;
|
||||
private readonly Action _onShopFinish;
|
||||
|
||||
private readonly DRGoods[] _allGoods;
|
||||
private readonly IDataTable<DRProp> _propDataTable;
|
||||
private readonly IDataTable<DRWeapon> _weaponDataTable;
|
||||
@@ -41,7 +42,7 @@ namespace UI
|
||||
private readonly List<ShopGoodsSelection> _selections = new();
|
||||
private int _refreshTime;
|
||||
|
||||
private Player Player => _procedureGame.Player;
|
||||
private Player Player => _player;
|
||||
|
||||
private sealed class ShopGoodsSelection
|
||||
{
|
||||
@@ -50,10 +51,11 @@ namespace UI
|
||||
public int Price;
|
||||
}
|
||||
|
||||
public ShopFormUseCase(ProcedureGame procedureGame, GameStateShop gameStateShop)
|
||||
public ShopFormUseCase(Player player, int currentLevel, Action onShopFinish)
|
||||
{
|
||||
_procedureGame = procedureGame;
|
||||
_gameStateShop = gameStateShop;
|
||||
_player = player;
|
||||
_currentLevel = currentLevel;
|
||||
_onShopFinish = onShopFinish;
|
||||
_allGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
|
||||
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
|
||||
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
|
||||
@@ -67,12 +69,12 @@ namespace UI
|
||||
_refreshTime = 0;
|
||||
|
||||
Player player = Player;
|
||||
if (_procedureGame == null || player == null)
|
||||
if (_player == null || player == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int currentLevel = _procedureGame.CurrentLevel;
|
||||
int currentLevel = _currentLevel;
|
||||
return new ShopFormRawData
|
||||
{
|
||||
CurrentLevel = currentLevel,
|
||||
@@ -89,14 +91,14 @@ namespace UI
|
||||
public ShopRefreshResult TryRefresh(int cost)
|
||||
{
|
||||
Player player = Player;
|
||||
if (player == null || _procedureGame == null || player.Coin < cost)
|
||||
if (player == null || _player == null || player.Coin < cost)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
player.Coin -= cost;
|
||||
|
||||
int refreshPrice = (_refreshTime + 1) * _procedureGame.CurrentLevel;
|
||||
int refreshPrice = (_refreshTime + 1) * _currentLevel;
|
||||
_refreshTime++;
|
||||
|
||||
return new ShopRefreshResult
|
||||
@@ -127,7 +129,7 @@ namespace UI
|
||||
return null;
|
||||
}
|
||||
|
||||
DisplayItemContext displayItem = ApplyGoodsPurchase(selection);
|
||||
DisplayItemRawData displayItem = ApplyGoodsPurchase(selection);
|
||||
if (displayItem == null)
|
||||
{
|
||||
return null;
|
||||
@@ -145,10 +147,10 @@ namespace UI
|
||||
|
||||
public void Continue()
|
||||
{
|
||||
_gameStateShop.ShopFinish = true;
|
||||
_onShopFinish?.Invoke();
|
||||
}
|
||||
|
||||
private List<GoodsItemContext> BuildRandomGoodsItems(int count)
|
||||
private List<GoodsItemRawData> BuildRandomGoodsItems(int count)
|
||||
{
|
||||
if (_allGoods == null || _allGoods.Length == 0)
|
||||
{
|
||||
@@ -157,10 +159,10 @@ namespace UI
|
||||
}
|
||||
|
||||
int finalCount = Mathf.Min(count, _allGoods.Length);
|
||||
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>(finalCount);
|
||||
List<GoodsItemRawData> goodsItems = new List<GoodsItemRawData>(finalCount);
|
||||
_selections.Clear();
|
||||
|
||||
int currentLevel = _procedureGame != null ? _procedureGame.CurrentLevel : 1;
|
||||
int currentLevel = _currentLevel > 0 ? _currentLevel : 1;
|
||||
|
||||
for (int i = 0; i < finalCount; i++)
|
||||
{
|
||||
@@ -172,7 +174,7 @@ namespace UI
|
||||
break;
|
||||
}
|
||||
|
||||
GoodsItemContext goodsItem = new GoodsItemContext();
|
||||
GoodsItemRawData goodsItem = new GoodsItemRawData();
|
||||
int price;
|
||||
|
||||
if (drGoods.GoodsType == GoodsType.Prop)
|
||||
@@ -318,7 +320,7 @@ namespace UI
|
||||
return Mathf.Max(1, finalPrice);
|
||||
}
|
||||
|
||||
private DisplayItemContext ApplyGoodsPurchase(ShopGoodsSelection goods)
|
||||
private DisplayItemRawData ApplyGoodsPurchase(ShopGoodsSelection goods)
|
||||
{
|
||||
if (goods == null || Player == null)
|
||||
{
|
||||
@@ -335,7 +337,7 @@ namespace UI
|
||||
}
|
||||
|
||||
Player.AddProp(new PropItem(drProp.Modifiers, drProp.Rarity, drProp.Title, drProp.IconAssetName));
|
||||
return new DisplayItemContext
|
||||
return new DisplayItemRawData
|
||||
{
|
||||
IconAssetName = drProp.IconAssetName,
|
||||
Rarity = drProp.Rarity,
|
||||
@@ -368,7 +370,7 @@ namespace UI
|
||||
|
||||
GameEntry.Entity.ShowWeapon(weaponData);
|
||||
|
||||
return new DisplayItemContext
|
||||
return new DisplayItemRawData
|
||||
{
|
||||
IconAssetName = drWeapon.IconAssetName,
|
||||
Rarity = drWeapon.Rarity,
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07fd450f557f928488983d5aff38ae8f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.Text;
|
||||
using SepCore.DataTable;
|
||||
using GameFramework.DataTable;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
@@ -10,13 +10,13 @@ namespace UI
|
||||
{
|
||||
private readonly IDataTable<DRRole> _roleDataTable;
|
||||
|
||||
private readonly ProcedureStartMenu _procedureStartMenu;
|
||||
private readonly Action<int> _onStartGame;
|
||||
|
||||
public int SelectedRoleId { get; private set; }
|
||||
|
||||
public SelectRoleFormUseCase(ProcedureStartMenu procedureStartMenu)
|
||||
public SelectRoleFormUseCase(Action<int> onStartGame)
|
||||
{
|
||||
_procedureStartMenu = procedureStartMenu;
|
||||
_onStartGame = onStartGame;
|
||||
_roleDataTable = GameEntry.DataTable.GetDataTable<DRRole>();
|
||||
}
|
||||
|
||||
@@ -48,7 +48,7 @@ namespace UI
|
||||
bool result = SelectedRoleId >= 0;
|
||||
if (result)
|
||||
{
|
||||
_procedureStartMenu.StartGame(SelectedRoleId);
|
||||
_onStartGame?.Invoke(SelectedRoleId);
|
||||
}
|
||||
|
||||
return result;
|
||||
@@ -96,4 +96,4 @@ namespace UI
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user