继续重构调整(UI)
- 引入 UniTask 和异步版本的 UIModule - 调整 Runtime/UIBase 和 Presentation 下的脚本命名空间到 SepCore.UI - 将原来的 5 层 UI 迁移到异步实现 - 规范各层的 UI 脚本命名
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@@ -1,7 +1,8 @@
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UI;
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using SepCore.UI;
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using UnityGameFramework.Runtime;
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namespace Procedure
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@@ -22,7 +23,7 @@ namespace Procedure
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_procedureGame = master;
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var useCase = new LevelUpFormUseCase(_procedureGame.Player, () => IsCompleted = true);
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var useCase = new LevelUpUseCase(_procedureGame.Player, () => IsCompleted = true);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.LevelUpForm, useCase);
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}
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@@ -32,7 +33,7 @@ namespace Procedure
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IsCompleted = false;
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GameEntry.UIRouter.OpenUI(UIFormType.LevelUpForm);
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GameEntry.UIRouter.OpenUIAsync(UIFormType.LevelUpForm).Forget();
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}
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public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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@@ -48,7 +49,7 @@ namespace Procedure
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{
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Log.Debug("GameStateLevelUp::OnLeave");
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GameEntry.UIRouter.CloseUI(UIFormType.LevelUpForm);
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GameEntry.UIRouter.CloseUIAsync(UIFormType.LevelUpForm).Forget();
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}
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public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
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@@ -1,7 +1,8 @@
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UI;
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using SepCore.UI;
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using UnityGameFramework.Runtime;
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namespace Procedure
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@@ -21,7 +22,7 @@ namespace Procedure
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Log.Debug("GameStateShop::OnInit");
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_procedureGame = master;
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var shopFormUseCase = new ShopFormUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
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var shopFormUseCase = new ShopUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
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}
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@@ -31,7 +32,7 @@ namespace Procedure
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ShopFinish = false;
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GameEntry.UIRouter.OpenUI(UIFormType.ShopForm);
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GameEntry.UIRouter.OpenUIAsync(UIFormType.ShopForm).Forget();
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}
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public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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@@ -47,7 +48,7 @@ namespace Procedure
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{
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Log.Debug("GameStateShop::OnLeave");
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GameEntry.UIRouter.CloseUI(UIFormType.ShopForm);
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GameEntry.UIRouter.CloseUIAsync(UIFormType.ShopForm).Forget();
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}
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public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
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@@ -1,4 +1,5 @@
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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 Entity;
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@@ -7,7 +8,7 @@ using GameFramework.Event;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UnityGameFramework.Runtime;
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using UI;
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using SepCore.UI;
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namespace Procedure
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{
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@@ -97,7 +98,7 @@ namespace Procedure
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_currentPlayerData = new PlayerData(-1, 1001);
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GameEntry.Entity.ShowPlayer(_currentPlayerData);
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GameEntry.UIRouter.OpenUI(UIFormType.HudForm);
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GameEntry.UIRouter.OpenUIAsync(UIFormType.HudForm).Forget();
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}
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protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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@@ -129,7 +130,7 @@ namespace Procedure
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_gameStates.Clear();
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GameEntry.UIRouter.CloseUI(UIFormType.HudForm);
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GameEntry.UIRouter.CloseUIAsync(UIFormType.HudForm).Forget();
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_hudForm = null;
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