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
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@@ -1,20 +1,20 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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 Procedure;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using UnityGameFramework.Runtime;
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using CustomUtility;
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using GameFramework.DataTable;
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namespace UI
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{
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internal class LevelUpFormUseCase : IUIUseCase
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public class LevelUpFormUseCase : IUIUseCase
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{
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private const int BaseRefreshPrice = 2;
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private readonly GameStateLevelUp _gameStateLevelUp;
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private readonly Action _onCompleted;
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private readonly DRLevelUpReward[] _allRewards;
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private readonly IDataTable<DRLevelRarity> _levelRarityTable;
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private readonly Dictionary<ItemRarity, List<DRLevelUpReward>> _rewardsByRarity = new();
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@@ -22,13 +22,13 @@ namespace UI
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private int _refreshCount;
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private LevelUpFormRawData _currentModel;
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private readonly Player _player;
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public LevelUpFormUseCase(Player player, GameStateLevelUp gameStateLevelUp)
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public LevelUpFormUseCase(Player player, Action onCompleted)
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{
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_player = player;
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_gameStateLevelUp = gameStateLevelUp;
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_onCompleted = onCompleted;
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_allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
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_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
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@@ -39,7 +39,7 @@ namespace UI
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{
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_refreshCount = 0;
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if (_gameStateLevelUp == null || _player.PendingLevelPoints <= 0)
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if (_player == null || _player.PendingLevelPoints <= 0)
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{
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_currentModel = null;
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return null;
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@@ -90,7 +90,7 @@ namespace UI
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return _currentModel;
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}
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_gameStateLevelUp.IsCompleted = true;
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_onCompleted?.Invoke();
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_currentModel = null;
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return null;
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}
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