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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using SepCore.Definition;
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using UnityEngine;
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namespace SepCore.UI
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{
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public class DisplayItemInfoRawData
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{
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public int Index;
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public string IconAssetName;
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public string Title;
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public string TypeText;
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public ItemRarity Rarity;
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public string Description;
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public int Price;
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public bool IsWeapon;
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public Vector3 TargetPos;
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}
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}
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+11
@@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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assetBundleName:
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@@ -0,0 +1,74 @@
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using SepCore.Definition;
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using Entity;
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using CustomUtility;
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using Entity.Weapon;
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namespace SepCore.UI
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{
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public class DisplayItemInfoUseCase : IUIUseCase
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{
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private readonly Player _player;
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private Player Player => _player;
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public DisplayItemInfoUseCase(Player player)
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{
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_player = player;
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}
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public DisplayItemInfoRawData CreateModel(int index, bool isWeapon)
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{
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if (index < 0 || Player == null)
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{
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return null;
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}
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if (isWeapon)
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{
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var weapons = Player.Weapons;
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if (weapons == null || index >= weapons.Count)
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{
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return null;
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}
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WeaponBase weapon = weapons[index];
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if (weapon == null || weapon.WeaponData == null)
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{
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return null;
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}
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return new DisplayItemInfoRawData
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{
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IconAssetName = weapon.WeaponData.IconAssetName,
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Title = weapon.WeaponData.Title,
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TypeText = "Weapon",
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Description = ItemDescUtility.CreateWeaponDescription(weapon),
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Price = 0,
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IsWeapon = true
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};
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}
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var props = Player.Props;
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if (props == null || index >= props.Count)
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{
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return null;
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}
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PropItem prop = props[index];
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if (prop == null)
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{
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return null;
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}
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return new DisplayItemInfoRawData
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{
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IconAssetName = prop.IconAssetName,
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Title = prop.Title,
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TypeText = "Prop",
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Description = ItemDescUtility.CreatePropDescription(prop),
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Price = 0,
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IsWeapon = false
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};
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}
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}
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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