调整部分数据表配置,优化 SpriteCache 功能
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@@ -143,7 +143,7 @@ namespace SepCore.UI
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return;
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}
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_player.AddProp(new PropItem(reward.Modifiers, reward.Rarity, reward.Title, reward.IconAssetName));
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_player.AddProp(new PropItem(reward.Modifiers, reward.Rarity, reward.Title, reward.Sprite));
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}
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private void BuildRewardRarityPools()
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using SepCore.Definition;
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using SepCore.Entity.Weapon;
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using SepCore.Entity;
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namespace SepCore.UI
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{
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@@ -5,7 +5,6 @@ using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using SepCore.Entity;
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using SepCore.CustomUtility;
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using SepCore.Entity.Weapon;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using Random = UnityEngine.Random;
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@@ -45,7 +44,8 @@ namespace SepCore.UI
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private sealed class ShopGoodsSelection
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{
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public GoodsType GoodsType;
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public int GoodsTypeId;
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public int PropId;
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public WeaponType WeaponType;
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public int Price;
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}
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@@ -174,7 +174,7 @@ namespace SepCore.UI
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if (goodsConfig.GoodsType == GoodsType.Prop)
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{
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.GoodsTypeId);
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.PropId);
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int basePrice = propConfig.Price;
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float randomPercent = 0.05f;
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@@ -185,7 +185,7 @@ namespace SepCore.UI
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}
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else if (goodsConfig.GoodsType == GoodsType.Weapon)
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{
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goodsConfig.GoodsTypeId);
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goodsConfig.WeaponType);
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int basePrice = weaponConfig.Price;
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float randomPercent = 0.05f;
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@@ -206,7 +206,8 @@ namespace SepCore.UI
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_selections.Add(new ShopGoodsSelection
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{
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GoodsType = goodsConfig.GoodsType,
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GoodsTypeId = goodsConfig.GoodsTypeId,
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PropId = goodsConfig.PropId,
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WeaponType = goodsConfig.WeaponType,
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Price = price
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});
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@@ -269,14 +270,14 @@ namespace SepCore.UI
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if (goods.GoodsType == GoodsType.Prop)
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{
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.GoodsTypeId);
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.PropId);
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rarity = propConfig.Rarity;
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return true;
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}
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if (goods.GoodsType == GoodsType.Weapon)
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{
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.GoodsTypeId);
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goods.WeaponType);
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rarity = weaponConfig.Rarity;
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return true;
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}
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@@ -308,7 +309,7 @@ namespace SepCore.UI
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if (goods.GoodsType == GoodsType.Prop)
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{
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.GoodsTypeId);
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PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.PropId);
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if (propConfig.Modifiers == null || propConfig.Modifiers.Count == 0)
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{
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Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Prop modifiers are empty");
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@@ -318,7 +319,7 @@ namespace SepCore.UI
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Player.AddProp(new PropItem(propConfig));
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return new DisplayItemRawData
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{
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IconAssetName = propConfig.IconAssetName,
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IconAssetName = propConfig.Sprite,
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Rarity = propConfig.Rarity,
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IsWeapon = false
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};
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@@ -332,7 +333,7 @@ namespace SepCore.UI
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return null;
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}
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.GoodsTypeId);
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WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goods.WeaponType);
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int id = GameEntry.Entity.NextId();
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var weaponData = EntityDataFactory.Create(id, weaponConfig, Player.Id, CampType.Player);
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@@ -340,13 +341,13 @@ namespace SepCore.UI
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if (weapon == null)
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{
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Log.Warning(
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$"ShopFormUseCase::ApplyGoodsPurchase: Show weapon failed, weapon type id = {goods.GoodsTypeId}");
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$"ShopFormUseCase::ApplyGoodsPurchase: Show weapon failed, weapon type id = {goods.WeaponType}");
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return null;
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}
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return new DisplayItemRawData
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{
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IconAssetName = weaponConfig.IconAssetName,
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IconAssetName = weaponConfig.Sprite,
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Rarity = weaponConfig.Rarity,
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IsWeapon = true
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};
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