- 规范 UI 设计成为:

- UIForm 负责展示
    - Controller 负责控制
    - UseCase 负责业务逻辑
    - RawData 负责提供原始数据
    - Context 负责为 UIForm 提供数据
- 添加和补充一系列 UI 功能
This commit is contained in:
SepComet
2026-02-16 19:03:09 +08:00
parent d650dd63e7
commit 85b0205c73
251 changed files with 12705 additions and 5220 deletions
@@ -7,6 +7,7 @@
using CustomComponent;
using StarForce;
using UI;
using UnityEngine;
/// <summary>
@@ -22,11 +23,14 @@ public partial class GameEntry : MonoBehaviour
public static SpriteCacheComponent SpriteCache { get; private set; }
public static UIRouterComponent UIRouter { get; private set; }
private static void InitCustomComponents()
{
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
}
}
}
@@ -38,6 +38,10 @@ namespace Components
/// </summary>
[SerializeField] private Transform[] _weaponSlots;
public IReadOnlyList<WeaponBase> Weapons => _weapons;
public IReadOnlyList<PropItem> Props => _props;
public int WeaponCapacity => _weaponCapacity;
public void OnInit(Player player, int weaponCapacity)
{
_weaponCapacity = weaponCapacity;
@@ -97,4 +101,4 @@ namespace Components
}
}
}
}
}
@@ -51,7 +51,10 @@ namespace Components
{
_maxHealthStat = _statComponent.GetStat(StatType.MaxHealth);
_maxHealthStatCallback = (modifier, isApply) =>
{
_statComponent.UpdateStat(_maxHealthStat, modifier, isApply);
GameEntry.Event.Fire(this, PlayerHealthChangeEventArgs.Create(0, CurrentHealth, MaxHealth));
};
_statComponent.Subscribe(StatType.MaxHealth, _maxHealthStatCallback);
_defenseStat = _statComponent.GetStat(StatType.Defense);
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: c13ac6879bf568a42b12d798738efd84
guid: bce93539c13d79d4fb88e16597c05a27
folderAsset: yes
DefaultImporter:
externalObjects: {}
@@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using Definition.Enum;
using UnityGameFramework.Runtime;
using UI;
namespace CustomComponent
{
public class UIRouterComponent : GameFrameworkComponent
{
private readonly Dictionary<UIFormType, IUIFormController> _routeControllers = new();
public void BindUIUseCase(UIFormType uiFormType, IUIUseCase useCase)
{
IUIFormController controller = GetOrCreateController(uiFormType);
controller.BindUseCase(useCase);
}
public int? OpenUI(UIFormType uiFormType, object userData = null)
{
IUIFormController controller = GetOrCreateController(uiFormType);
return controller.OpenUI(userData);
}
public void CloseUI(UIFormType uiFormType)
{
IUIFormController controller = GetOrCreateController(uiFormType);
controller.CloseUI();
}
private IUIFormController GetOrCreateController(UIFormType uiFormType)
{
if (_routeControllers.TryGetValue(uiFormType, out IUIFormController controller))
{
return controller;
}
string typename = $"UI.{uiFormType}Controller";
Type controllerType = Type.GetType(typename);
if (controllerType == null)
{
controller = new DefaultUIFormController(uiFormType);
}
else
{
controller = (IUIFormController)Activator.CreateInstance(controllerType);
}
_routeControllers.Add(uiFormType, controller);
return controller;
}
private void OnDestroy()
{
foreach (KeyValuePair<UIFormType, IUIFormController> pair in _routeControllers)
{
pair.Value.CloseUI();
}
_routeControllers.Clear();
}
private class DefaultUIFormController : IUIFormController
{
private readonly UIFormType _uiFormType;
private int? _lastSerialId;
public DefaultUIFormController(UIFormType uiFormType)
{
_uiFormType = uiFormType;
}
public int? OpenUI(object userData = null)
{
_lastSerialId = GameEntry.UI.OpenUIForm(_uiFormType, userData);
return _lastSerialId;
}
public void CloseUI()
{
if (_lastSerialId.HasValue)
{
GameEntry.UI.CloseUIForm(_lastSerialId.Value);
_lastSerialId = null;
return;
}
UGuiForm uiForm = GameEntry.UI.GetUIForm(_uiFormType);
if (uiForm != null)
{
GameEntry.UI.CloseUIForm(uiForm);
}
}
public void BindUseCase(IUIUseCase useCase)
{
}
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3ec6493d4e6c45d489e1dd3d5c6228a6
guid: b3695ff420be99d44ab812d7e1863044
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -1,207 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.517
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 战机表。
/// </summary>
public class DRAircraft : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取战机编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取推进器编号。
/// </summary>
public int ThrusterId { get; private set; }
/// <summary>
/// 获取武器编号0。
/// </summary>
public int WeaponId0 { get; private set; }
/// <summary>
/// 获取武器编号1。
/// </summary>
public int WeaponId1 { get; private set; }
/// <summary>
/// 获取武器编号2。
/// </summary>
public int WeaponId2 { get; private set; }
/// <summary>
/// 获取装甲编号0。
/// </summary>
public int ArmorId0 { get; private set; }
/// <summary>
/// 获取装甲编号1。
/// </summary>
public int ArmorId1 { get; private set; }
/// <summary>
/// 获取装甲编号2。
/// </summary>
public int ArmorId2 { get; private set; }
/// <summary>
/// 获取死亡特效编号。
/// </summary>
public int DeadEffectId { get; private set; }
/// <summary>
/// 获取死亡声音编号。
/// </summary>
public int DeadSoundId { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
ThrusterId = int.Parse(columnStrings[index++]);
WeaponId0 = int.Parse(columnStrings[index++]);
WeaponId1 = int.Parse(columnStrings[index++]);
WeaponId2 = int.Parse(columnStrings[index++]);
ArmorId0 = int.Parse(columnStrings[index++]);
ArmorId1 = int.Parse(columnStrings[index++]);
ArmorId2 = int.Parse(columnStrings[index++]);
DeadEffectId = int.Parse(columnStrings[index++]);
DeadSoundId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
ThrusterId = binaryReader.Read7BitEncodedInt32();
WeaponId0 = binaryReader.Read7BitEncodedInt32();
WeaponId1 = binaryReader.Read7BitEncodedInt32();
WeaponId2 = binaryReader.Read7BitEncodedInt32();
ArmorId0 = binaryReader.Read7BitEncodedInt32();
ArmorId1 = binaryReader.Read7BitEncodedInt32();
ArmorId2 = binaryReader.Read7BitEncodedInt32();
DeadEffectId = binaryReader.Read7BitEncodedInt32();
DeadSoundId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private KeyValuePair<int, int>[] m_WeaponId = null;
public int WeaponIdCount
{
get { return m_WeaponId.Length; }
}
public int GetWeaponId(int id)
{
foreach (KeyValuePair<int, int> i in m_WeaponId)
{
if (i.Key == id)
{
return i.Value;
}
}
throw new GameFrameworkException(Utility.Text.Format("GetWeaponId with invalid id '{0}'.", id));
}
public int GetWeaponIdAt(int index)
{
if (index < 0 || index >= m_WeaponId.Length)
{
throw new GameFrameworkException(Utility.Text.Format("GetWeaponIdAt with invalid index '{0}'.", index));
}
return m_WeaponId[index].Value;
}
private KeyValuePair<int, int>[] m_ArmorId = null;
public int ArmorIdCount
{
get { return m_ArmorId.Length; }
}
public int GetArmorId(int id)
{
foreach (KeyValuePair<int, int> i in m_ArmorId)
{
if (i.Key == id)
{
return i.Value;
}
}
throw new GameFrameworkException(Utility.Text.Format("GetArmorId with invalid id '{0}'.", id));
}
public int GetArmorIdAt(int index)
{
if (index < 0 || index >= m_ArmorId.Length)
{
throw new GameFrameworkException(Utility.Text.Format("GetArmorIdAt with invalid index '{0}'.", index));
}
return m_ArmorId[index].Value;
}
private void GeneratePropertyArray()
{
m_WeaponId = new KeyValuePair<int, int>[]
{
new KeyValuePair<int, int>(0, WeaponId0),
new KeyValuePair<int, int>(1, WeaponId1),
new KeyValuePair<int, int>(2, WeaponId2),
};
m_ArmorId = new KeyValuePair<int, int>[]
{
new KeyValuePair<int, int>(0, ArmorId0),
new KeyValuePair<int, int>(1, ArmorId1),
new KeyValuePair<int, int>(2, ArmorId2),
};
}
}
}
@@ -1,85 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.539
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 装甲表。
/// </summary>
public class DRArmor : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取装甲编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取最大生命。
/// </summary>
public int MaxHP { get; private set; }
/// <summary>
/// 获取防御力。
/// </summary>
public int Defense { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
MaxHP = int.Parse(columnStrings[index++]);
Defense = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
MaxHP = binaryReader.Read7BitEncodedInt32();
Defense = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,113 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.557
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 小行星表。
/// </summary>
public class DRAsteroid : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取小行星编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取最大生命。
/// </summary>
public int MaxHP { get; private set; }
/// <summary>
/// 获取冲击力。
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 获取速度。
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 获取角速度。
/// </summary>
public float AngularSpeed { get; private set; }
/// <summary>
/// 获取死亡特效编号。
/// </summary>
public int DeadEffectId { get; private set; }
/// <summary>
/// 获取死亡声音编号。
/// </summary>
public int DeadSoundId { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
MaxHP = int.Parse(columnStrings[index++]);
Attack = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
AngularSpeed = float.Parse(columnStrings[index++]);
DeadEffectId = int.Parse(columnStrings[index++]);
DeadSoundId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
MaxHP = binaryReader.Read7BitEncodedInt32();
Attack = binaryReader.Read7BitEncodedInt32();
Speed = binaryReader.ReadSingle();
AngularSpeed = binaryReader.ReadSingle();
DeadEffectId = binaryReader.Read7BitEncodedInt32();
DeadSoundId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 836a293c79cb42e42a7235ebdeb3344f
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -18,16 +18,6 @@ namespace DataTable
/// </summary>
public GoodsType GoodsType { get; private set; }
/// <summary>
/// 获取最低价格
/// </summary>
public int MinPrice { get; private set; }
/// <summary>
/// 获取最高价格
/// </summary>
public int MaxPrice { get; private set; }
/// <summary>
/// 获取商品对应具体类型的表Id
/// </summary>
@@ -43,8 +33,6 @@ namespace DataTable
m_Id = int.Parse(fields[index++]);
index++;
GoodsType = EnumUtility<GoodsType>.Get(fields[index++]);
MinPrice = int.Parse(fields[index++]);
MaxPrice = int.Parse(fields[index++]);
GoodsTypeId = int.Parse(fields[index++]);
return true;
@@ -0,0 +1,34 @@
using Definition.DataStruct;
using Newtonsoft.Json;
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRLevelUpReward : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public StatModifier[] Modifiers { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] fields = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_Id = int.Parse(fields[index++]);
index++;
Title = fields[index++];
IconAssetName = fields[index++];
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;
}
}
}
@@ -1,8 +1,7 @@
fileFormatVersion: 2
guid: e7a6297d01a7dc348b1488bf6245cb1b
timeCreated: 1528026147
licenseType: Pro
guid: d84933d61f76d7942a903b8db26a3ad6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
@@ -1,7 +1,9 @@
using Definition.DataStruct;
using GameFramework;
using Newtonsoft.Json;
using StarForce;
using UnityGameFramework.Runtime;
using Definition.Enum;
namespace DataTable
{
@@ -12,6 +14,9 @@ namespace DataTable
public override int Id => m_Id;
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public ItemRarity Rarity { get; private set; }
public int Price { get; private set; }
public float PriceRandomPercent { get; private set; }
public StatModifier[] Modifiers { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
@@ -24,6 +29,9 @@ namespace DataTable
index++;
Title = fields[index++];
IconAssetName = fields[index++];
Rarity = EnumUtility<ItemRarity>.Get(fields[index++]);
Price = int.Parse(fields[index++]);
PriceRandomPercent = float.Parse(fields[index++]);
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;
@@ -1,78 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.638
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 推进器表。
/// </summary>
public class DRThruster : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取推进器编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取。
/// </summary>
public float Speed { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Speed = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
Speed = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
+10 -3
View File
@@ -26,12 +26,16 @@ namespace DataTable
/// 获取武器名称。
/// </summary>
public string Title { get; private set; }
/// <summary>
/// 获取图标资源名称。
/// </summary>
public string IconAssetName { get; private set; }
public ItemRarity Rarity { get; private set; }
public int Price { get; private set; }
public float PriceRandomPercent { get; private set; }
/// <summary>
/// 获取武器伤害。
/// </summary>
@@ -51,7 +55,7 @@ namespace DataTable
/// 获取武器攻击音效。
/// </summary>
public int AttackSoundId { get; private set; }
/// <summary>
/// 获取武器额外参数。
/// </summary>
@@ -72,6 +76,9 @@ namespace DataTable
index++;
Title = columnStrings[index++];
IconAssetName = columnStrings[index++];
Rarity = EnumUtility<ItemRarity>.Get(columnStrings[index++]);
Price = int.Parse(columnStrings[index++]);
PriceRandomPercent = float.Parse(columnStrings[index++]);
Attack = int.Parse(columnStrings[index++]);
Cooldown = float.Parse(columnStrings[index++]);
AttackRange = float.Parse(columnStrings[index++]);
@@ -80,7 +87,7 @@ namespace DataTable
Modifiers = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
@@ -1,20 +1,44 @@
using Components;
using DataTable;
using Definition.Enum;
namespace Definition.DataStruct
{
public class PropItem
{
private DRProp _prop;
private readonly StatModifier[] _modifiers;
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public ItemRarity Rarity { get; private set; }
public StatModifier[] Modifiers => _modifiers;
public PropItem(DRProp prop)
{
_prop = prop;
if (prop == null) return;
_modifiers = prop.Modifiers;
Title = prop.Title;
Rarity = prop.Rarity;
IconAssetName = prop.IconAssetName;
}
public PropItem(StatModifier[] modifiers)
{
_modifiers = modifiers;
}
public PropItem(StatModifier[] modifiers, ItemRarity rarity, string title, string iconAssetName)
{
_modifiers = modifiers;
Title = title;
Rarity = rarity;
IconAssetName = iconAssetName;
}
public void OnAttach(StatComponent statComponent)
{
foreach (var modifier in _prop.Modifiers)
if (_modifiers == null || statComponent == null) return;
foreach (var modifier in _modifiers)
{
statComponent.AddModifier(modifier);
}
@@ -22,7 +46,8 @@ namespace Definition.DataStruct
public void OnDetach(StatComponent statComponent)
{
foreach (var modifier in _prop.Modifiers)
if (_modifiers == null || statComponent == null) return;
foreach (var modifier in _modifiers)
{
statComponent.RemoveModifier(modifier);
}
@@ -0,0 +1,12 @@
namespace Definition.Enum
{
public enum ItemRarity
{
None,
White = 1,
Green = 2,
Blue,
Purple,
Red
}
}
@@ -1,8 +1,7 @@
fileFormatVersion: 2
guid: a9b85e7308914ee49bacd872a67716aa
timeCreated: 1528026148
licenseType: Pro
guid: bb7ab0222a370b649956dacb56a122fc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
@@ -12,7 +12,7 @@ namespace Definition.Enum
/// </summary>
public enum UIFormType : byte
{
Undefined = 0,
TUIForm = 0,
/// <summary>
/// 弹出框。
@@ -58,5 +58,10 @@ namespace Definition.Enum
/// 升级选择。
/// </summary>
LevelUpForm = 204,
/// <summary>
/// 物品信息展示页
/// </summary>
DisplayItemInfoForm = 205,
}
}
@@ -21,6 +21,20 @@ namespace Entity.EntityData
/// </summary>
public int Attack => _drWeapon.Attack;
/// <summary>
/// 武器名称。
/// </summary>
public string Title => _drWeapon.Title;
/// <summary>
/// 图标资源名称。
/// </summary>
public string IconAssetName => _drWeapon.IconAssetName;
public ItemRarity Rarity => _drWeapon.Rarity;
public int Price => _drWeapon.Price;
/// <summary>
/// 攻击间隔。
/// </summary>
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using Components;
using CustomEvent;
using DataTable;
@@ -63,6 +64,8 @@ namespace Entity
{
value -= _expRequires[_currentLevel + 1];
_currentLevel++;
PendingLevelPoints++;
GameEntry.Event.Fire(this, PlayerLevelUpEventArgs.Create());
}
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(value, _expRequires[_currentLevel + 1]));
@@ -71,7 +74,19 @@ namespace Entity
}
public int CurrentLevel => _currentLevel;
public int PendingLevelPoints { get; set; }
public IReadOnlyList<WeaponBase> Weapons => _backpackComponent != null ? _backpackComponent.Weapons : null;
public IReadOnlyList<PropItem> Props => _backpackComponent != null ? _backpackComponent.Props : null;
public int WeaponCapacity => _backpackComponent != null ? _backpackComponent.WeaponCapacity : 0;
public bool AddProp(PropItem prop)
{
if (prop == null || _backpackComponent == null) return false;
return _backpackComponent.AttachProp(prop);
}
public bool Enable
{
get => _enable;
@@ -24,10 +24,15 @@ namespace Entity
public abstract class WeaponBase : EntityBase
{
protected const string AttachPoint = "Weapon Point";
protected bool _isAttacking = false;
protected bool _isEnabled = false;
public WeaponData WeaponData;
public bool IsAttacking => _isAttacking;
protected WeaponStateBase _currentState;
#region FSM
@@ -134,6 +134,7 @@ namespace Entity
Log.Error("WeaponKnife data is invalid.");
return;
}
WeaponData = _weaponData;
_collider = GetComponent<Collider>();
_rigidbody = GetComponent<Rigidbody>();
@@ -329,4 +330,4 @@ namespace Entity
}
}
}
}
}
@@ -0,0 +1,28 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class DisplayItemHideEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(DisplayItemHideEventArgs).GetHashCode();
public override int Id => EventId;
public DisplayItemHideEventArgs()
{
}
public static DisplayItemHideEventArgs Create()
{
var args = ReferencePool.Acquire<DisplayItemHideEventArgs>();
return args;
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a515c94c54304c79b0fa4761f07a732d
timeCreated: 1771071838
@@ -0,0 +1,41 @@
using GameFramework;
using GameFramework.Event;
using UnityEngine;
namespace CustomEvent
{
public class DisplayItemShowEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(DisplayItemShowEventArgs).GetHashCode();
public override int Id => EventId;
public int Index { get; private set; }
public bool IsWeapon { get; private set; }
public Vector3 TargetPos { get; private set; }
public DisplayItemShowEventArgs()
{
Index = -1;
IsWeapon = false;
}
public static DisplayItemShowEventArgs Create(int index, bool isWeapon, Vector3 targetPos)
{
var args = ReferencePool.Acquire<DisplayItemShowEventArgs>();
args.Index = index;
args.IsWeapon = isWeapon;
args.TargetPos = targetPos;
return args;
}
public override void Clear()
{
Index = -1;
IsWeapon = false;
TargetPos = Vector3.zero;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 51bff2c6818f44398b4b8f7d1448b310
timeCreated: 1771071724
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9ee8d2a2a12545b8b8cfc85c5fe912ed
timeCreated: 1771071689
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8fc42c90ffa598d4e89c908ad82116d8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuAboutButtonClickEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuAboutButtonClickEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuAboutButtonClickEventArgs Create()
{
return ReferencePool.Acquire<MenuAboutButtonClickEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -1,8 +1,7 @@
fileFormatVersion: 2
guid: 6e945cefd12dc05428a0b4d287784707
timeCreated: 1528026147
licenseType: Pro
guid: f58e49962f2db9140aaf209ca65dd2f9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuFileButtonClickEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuFileButtonClickEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuFileButtonClickEventArgs Create()
{
return ReferencePool.Acquire<MenuFileButtonClickEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e093cff04ac83fc47ae21bd659b338ad
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuGuideButtonClickEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuGuideButtonClickEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuGuideButtonClickEventArgs Create()
{
return ReferencePool.Acquire<MenuGuideButtonClickEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b39712010e7085f428e9ef9727bda043
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuQuitButtonClickEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuQuitButtonClickEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuQuitButtonClickEventArgs Create()
{
return ReferencePool.Acquire<MenuQuitButtonClickEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c008a5618fa012842992de55bef3791c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuSelectRoleConfirmEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuSelectRoleConfirmEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuSelectRoleConfirmEventArgs Create()
{
return ReferencePool.Acquire<MenuSelectRoleConfirmEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c360f9423f498704dbb32820841451c0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuSelectRoleReturnEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuSelectRoleReturnEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuSelectRoleReturnEventArgs Create()
{
return ReferencePool.Acquire<MenuSelectRoleReturnEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 25cf88630e365d2428872f6bae81001e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,26 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuSelectRoleSelectedEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuSelectRoleSelectedEventArgs).GetHashCode();
public override int Id => EventId;
public int RoleId { get; private set; } = -1;
public static MenuSelectRoleSelectedEventArgs Create(int roleId)
{
var args = ReferencePool.Acquire<MenuSelectRoleSelectedEventArgs>();
args.RoleId = roleId;
return args;
}
public override void Clear()
{
RoleId = -1;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c99f1c134cc628142a36d21c209ed507
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuSettingButtonClickEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuSettingButtonClickEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuSettingButtonClickEventArgs Create()
{
return ReferencePool.Acquire<MenuSettingButtonClickEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d5de2367f2bc83642bbbdc02081ae804
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,21 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class MenuStartGameEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(MenuStartGameEventArgs).GetHashCode();
public override int Id => EventId;
public static MenuStartGameEventArgs Create()
{
return ReferencePool.Acquire<MenuStartGameEventArgs>();
}
public override void Clear()
{
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 217b0022ddd4a4545a8d8e3d8158a967
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -3,22 +3,22 @@ using GameFramework.Event;
namespace CustomEvent
{
public class ShopRefreshEventArgs : GameEventArgs
public class RefreshEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ShopRefreshEventArgs).GetHashCode();
public static readonly int EventId = typeof(RefreshEventArgs).GetHashCode();
public override int Id => EventId;
public int Cost { get; private set; }
public ShopRefreshEventArgs()
public RefreshEventArgs()
{
Cost = 0;
}
public static ShopRefreshEventArgs Create(int cost)
public static RefreshEventArgs Create(int cost)
{
var args = ReferencePool.Acquire<ShopRefreshEventArgs>();
var args = ReferencePool.Acquire<RefreshEventArgs>();
args.Cost = cost;
@@ -6,6 +6,7 @@
//------------------------------------------------------------
using Definition.DataStruct;
using Definition.Enum;
using GameFramework;
using GameFramework.Event;
using GameFramework.Resource;
@@ -112,7 +113,7 @@ namespace Procedure
if (m_VersionInfo.ForceUpdateGame)
{
// 需要强制更新游戏应用
GameEntry.UI.OpenDialog(new DialogParams
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
{
Mode = 2,
Title = GameEntry.Localization.GetString("ForceUpdate.Title"),
@@ -37,6 +37,7 @@ namespace Procedure
"Prop",
"Role",
"Level",
"LevelUpReward"
};
private Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
@@ -1,6 +1,7 @@
using GameFramework;
using GameFramework;
using GameFramework.Event;
using System.Collections.Generic;
using Definition.Enum;
using StarForce;
using UI;
using UnityEngine;
@@ -46,7 +47,7 @@ namespace Procedure
if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
GameEntry.UI.OpenDialog(new DialogParams
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
{
Mode = 2,
Title = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.Title"),
@@ -11,9 +11,13 @@ namespace Procedure
public override GameStateType GameStateType => GameStateType.Battle;
private EnemyManagerComponent _enemyManager = null;
private int _currentLevel = 0;
private bool _levelOver;
private Player Player => _procedureGame.Player;
private ProcedureGame _procedureGame = null;
public void LevelOver()
@@ -35,8 +39,8 @@ namespace Procedure
_currentLevel = _procedureGame.CurrentLevel;
_levelOver = false;
_enemyManager.OnInit(_currentLevel, this);
Player player = _procedureGame.Player;
if (player != null) player.Enable = false;
if (Player != null) Player.Enable = true;
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
@@ -47,7 +51,7 @@ namespace Procedure
if (_levelOver)
{
procedureOwner.SetData<VarByte>("CurrentLevel", (byte)(_currentLevel + 1));
_procedureGame.BattleToShop();
_procedureGame.BattleToShopOrLevelUp();
}
}
@@ -57,8 +61,7 @@ namespace Procedure
_enemyManager.OnReset();
// 停止玩家逻辑
Player player = _procedureGame.Player;
player.Enable = false;
Player.Enable = false;
// 隐藏所有掉落物实体
var entities = GameEntry.Entity.GetEntityGroup("Drop").GetAllEntities();
@@ -76,4 +79,4 @@ namespace Procedure
#endregion
}
}
}
@@ -0,0 +1,64 @@
using Definition.Enum;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using UnityGameFramework.Runtime;
namespace Procedure
{
public class GameStateLevelUp : GameStateBase
{
public override GameStateType GameStateType => GameStateType.LevelUp;
private ProcedureGame _procedureGame;
public bool IsCompleted { get; set; }
#region FSM
public override void OnInit(ProcedureGame master)
{
Log.Debug("GameStateLevelUp::OnInit");
_procedureGame = master;
var useCase = new LevelUpFormUseCase(_procedureGame.Player, this);
GameEntry.UIRouter.BindUIUseCase(UIFormType.LevelUpForm, useCase);
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateLevelUp::OnEnter");
IsCompleted = false;
GameEntry.UIRouter.OpenUI(UIFormType.LevelUpForm);
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
if (IsCompleted)
{
_procedureGame.LevelUpToShop();
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateLevelUp::OnLeave");
GameEntry.UIRouter.CloseUI(UIFormType.LevelUpForm);
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_procedureGame = null;
Log.Debug("GameStateLevelUp::OnDestroy");
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: be7365d38adfd8546a0f4b964a128abb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
@@ -1,161 +1,18 @@
using System;
using System.Collections.Generic;
using System.Linq;
using CustomEvent;
using DataTable;
using Definition.Enum;
using Entity;
using GameFramework.DataTable;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace Procedure
{
public class GameStateShop : GameStateBase
{
#region Property
public override GameStateType GameStateType => GameStateType.Shop;
private ProcedureGame _procedureGame;
private DRGoods[] _drGoods;
private DRProp[] _drProps;
private IDataTable<DRProp> _propDataTable;
private IDataTable<DRWeapon> _weaponDataTable;
private ShopFormController _shopFormController;
private ShopFormContext _shopFormContext;
private LevelUpFormController _levelUpFormController;
private LevelUpFormContext _levelUpFormContext;
private int _shopRefreshTime = 0;
private Player _player => _procedureGame.Player;
private bool _shopOver = false;
#endregion
#region Methods
#region LevelUp
private LevelUpFormContext BuildLevelUpFormContext(int count = 4)
{
List<LevelUpPropContext> props = new List<LevelUpPropContext>();
int total = _drProps.Length;
if (total <= 0)
{
Log.Error("GameStateShop::BuildLevelUpFormContext(): _drProps == null");
return null;
}
count = Mathf.Min(count, total);
for (int i = 0; i < count; i++)
{
int index = Random.Range(0, total);
DRProp drProp = _drProps[index];
props.Add(new LevelUpPropContext
{
PropId = drProp.Id,
Title = drProp.Title,
Type = "Prop",
Icon = null,
Description = GoodsItemContext.CreatePropDescription(drProp.Modifiers),
IconAssetName = drProp.IconAssetName
});
}
return new LevelUpFormContext
{
Level = _player.CurrentLevel,
Props = props
};
}
#endregion
#region Shop
private void RefreshGoodsItems()
{
_shopFormContext = BuildShopFormContext();
_shopFormContext.RefreshPrice = (_shopRefreshTime + 1) * _procedureGame.CurrentLevel;
_shopRefreshTime++;
_shopFormController.OpenUI(_shopFormContext);
}
private ShopFormContext BuildShopFormContext()
{
int currentLevel = _procedureGame.CurrentLevel;
var context = new ShopFormContext
{
CurrentLevel = currentLevel,
RefreshPrice = currentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
return context;
}
private List<GoodsItemContext> InitRandomGoodsItems(int count = -1)
{
if (_drGoods == null || _drGoods.Length == 0)
{
Log.Error("GameStateShop::InitRandomGoodsItems(): _drGoods == null");
return null;
}
count = Mathf.Max(count, Random.Range(4, 6));
int totalCount = _drGoods.Length;
List<GoodsItemContext> items = new List<GoodsItemContext>(count);
if (totalCount <= 0) return items;
count = Mathf.Min(count, totalCount);
for (int i = 0; i < count; i++)
{
int index = Random.Range(0, totalCount);
DRGoods drGoods = _drGoods[index];
GoodsItemContext goodsItem = new GoodsItemContext
{
Price = Random.Range(drGoods.MinPrice, drGoods.MaxPrice)
};
if (drGoods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drProp.Title;
goodsItem.Type = "Prop";
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemContext.CreatePropDescription(drProp.Modifiers);
}
else if (drGoods.GoodsType == GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drWeapon.Title;
goodsItem.Type = "Weapon";
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemContext.CreateWeaponDescription(drWeapon);
}
items.Add(goodsItem);
}
return items;
}
#endregion
#endregion
public bool ShopFinish { get; set; }
#region FSM
@@ -163,47 +20,25 @@ namespace Procedure
{
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
_levelUpFormController = new LevelUpFormController();
_shopFormController = new ShopFormController();
_drGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_drProps = _propDataTable.ToArray();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
_shopOver = false;
var shopFormUseCase = new ShopFormUseCase(_procedureGame, this);
GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnEnter");
GameEntry.Event.Subscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Subscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Subscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
ShopFinish = false;
if (_procedureGame.PlayerPendingLevel != 0)
{
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
else
{
_shopFormContext = BuildShopFormContext();
_shopFormController.OpenUI(_shopFormContext);
}
_shopOver = false;
GameEntry.UIRouter.OpenUI(UIFormType.ShopForm);
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
if (_shopOver)
if (ShopFinish)
{
_shopFormController?.CloseUI();
_procedureGame.ShopToBattle();
}
}
@@ -212,96 +47,16 @@ namespace Procedure
{
Log.Debug("GameStateShop::OnLeave");
_shopFormContext = null;
_shopFormController.CloseUI();
_shopFormController = null;
_levelUpFormContext = null;
_levelUpFormController.CloseUI();
_levelUpFormController = null;
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
GameEntry.Event.Unsubscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Unsubscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Unsubscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.UIRouter.CloseUI(UIFormType.ShopForm);
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_procedureGame = null;
_shopFormController = null;
_shopFormContext = null;
_levelUpFormController = null;
_levelUpFormContext = null;
_drGoods = null;
_propDataTable = null;
_weaponDataTable = null;
Log.Debug("GameStateShop::OnDestroy");
}
#endregion
#region Event Handlers
private void ShopRefresh(object sender, EventArgs e)
{
if (!(e is ShopRefreshEventArgs args)) return;
if (_player.Coin < args.Cost) return;
_player.Coin -= args.Cost;
RefreshGoodsItems();
}
private void ShopPurchase(object sender, EventArgs e)
{
if (!(e is ShopPurchaseEventArgs args)) return;
int index = args.GoodsIndex;
if (index < 0 && index >= _shopFormContext.GoodsItems.Count)
{
Log.Warning("GameStateShop::ShopPurchase: Invalid index");
return;
}
if (_player.Coin < _shopFormContext.GoodsItems[index].Price) return;
_player.Coin -= _shopFormContext.GoodsItems[index].Price;
_shopFormContext.GoodsItems.RemoveAt(index);
_shopFormController.OpenUI(_shopFormContext);
// TODO: OnGoodsPurchased
}
private void ShopContinue(object sender, EventArgs e)
{
if (!(e is ShopContinueEventArgs)) return;
_shopOver = true;
}
private void CloseUIFormComplete(object sender, EventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args)) return;
if (args.UIFormAssetName == nameof(UIFormType.LevelUpForm))
{
if (--_procedureGame.PlayerPendingLevel != 0)
{
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
else
{
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
}
}
#endregion
}
}
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using CustomComponent;
using CustomEvent;
using DataTable;
using Definition.Enum;
@@ -8,7 +7,6 @@ using Entity.EntityData;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using StarForce;
using UnityGameFramework.Runtime;
using UI;
@@ -19,6 +17,7 @@ namespace Procedure
None = 0,
Battle = 1,
Shop = 2,
LevelUp = 3,
}
public class ProcedureGame : ProcedureBase
@@ -36,31 +35,28 @@ namespace Procedure
private Dictionary<GameStateType, GameStateBase> _gameStates;
public Player Player;
/// <summary>
/// 玩家升级可分配点数
/// </summary>
public int PlayerPendingLevel = 0;
private void InitGameState()
{
_gameStates = new Dictionary<GameStateType, GameStateBase>
{
{ GameStateType.Battle, new GameStateBattle() },
{ GameStateType.LevelUp, new GameStateLevelUp() },
{ GameStateType.Shop, new GameStateShop() },
};
_gameStates[GameStateType.Battle].OnInit(this);
_gameStates[GameStateType.LevelUp].OnInit(this);
_gameStates[GameStateType.Shop].OnInit(this);
_currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void BattleToShop()
public void BattleToShopOrLevelUp()
{
if (_currentGameState == GameStateType.Shop) return;
if (_currentGameState == GameStateType.Shop || _currentGameState == GameStateType.LevelUp) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Shop;
_currentGameState = Player.PendingLevelPoints > 0 ? GameStateType.LevelUp : GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
@@ -73,6 +69,15 @@ namespace Procedure
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void LevelUpToShop()
{
if (_currentGameState == GameStateType.Shop) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
#region FSM
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
@@ -83,14 +88,13 @@ namespace Procedure
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
GameEntry.Event.Subscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
GameEntry.UI.OpenUIForm(UIFormType.HudForm, this);
GameEntry.UIRouter.OpenUI(UIFormType.HudForm);
InitGameState();
}
@@ -107,9 +111,11 @@ namespace Procedure
var role = GameEntry.DataTable.GetDataTableRow<DRRole>(selectedRoleId);
Player.InitRole(role);
_hudInitialized = true;
InitGameState();
}
_gameStates[_currentGameState].OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (_hudInitialized)
_gameStates[_currentGameState].OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
}
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
@@ -121,12 +127,14 @@ namespace Procedure
_gameStates.Clear();
_hudForm.Close();
GameEntry.UIRouter.CloseUI(UIFormType.HudForm);
_hudForm = null;
Player = null;
_procedureOwner = null;
GameEntry.Event.Unsubscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
@@ -141,9 +149,9 @@ namespace Procedure
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (args.UserData == this)
if (args.UIForm.Logic is HudForm hudForm)
{
_hudForm = args.UIForm.Logic as HudForm;
_hudForm = hudForm;
}
}
@@ -151,19 +159,12 @@ namespace Procedure
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.EntityLogicType == typeof(Player))
if (args.Entity.Logic is Player player)
{
Player = args.Entity.Logic as Player;
Player = player;
}
}
private void PlayerLevelUp(object sender, GameEventArgs e)
{
if (!(e is PlayerLevelUpEventArgs)) return;
//PlayerPendingLevel++;
}
#endregion
}
}
@@ -1,12 +1,4 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Definition.Enum;
using GameFramework.Event;
using Scene;
using UI;
using UnityGameFramework.Runtime;
@@ -16,31 +8,16 @@ namespace Procedure
{
public class ProcedureStartMenu : ProcedureBase
{
private bool _isStartGame = false;
private StartMenuForm _startMenuForm = null;
private SelectRoleForm _selectRoleForm = null;
public override bool UseNativeDialog => false;
private bool _startGame = false;
private int _selectedRoleId = 0;
public void StartGame(int roleId)
public void StartGame(int selectedRoleId)
{
_isStartGame = true;
_selectedRoleId = roleId;
}
private void OnStartGame(ProcedureOwner procedureOwner)
{
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneId.Game);
procedureOwner.SetData<VarInt32>("SelectedRoleId", _selectedRoleId);
ChangeState<ProcedureChangeScene>(procedureOwner);
}
public void OpenSelectForm()
{
_startMenuForm.Close();
GameEntry.UI.OpenUIForm(UIFormType.SelectRoleForm, this);
_selectedRoleId = selectedRoleId;
_startGame = true;
}
#region FSM
@@ -48,54 +25,29 @@ namespace Procedure
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
GameEntry.UIRouter.OpenUI(UIFormType.StartMenuForm);
// 1. 初始化变量与事件
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
_isStartGame = false;
// 2. 打开 StartMenuForm
GameEntry.UI.OpenUIForm(UIFormType.StartMenuForm, this);
var useCase2 = new SelectRoleFormUseCase(this);
GameEntry.UIRouter.BindUIUseCase(UIFormType.SelectRoleForm, useCase2);
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
if (_startMenuForm != null)
{
_startMenuForm.Close(true);
_startMenuForm = null;
}
if (_selectRoleForm != null)
{
_selectRoleForm.Close(true);
_selectRoleForm = null;
}
GameEntry.UIRouter.CloseUI(UIFormType.StartMenuForm);
GameEntry.UIRouter.CloseUI(UIFormType.SelectRoleForm);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (_isStartGame)
if (_startGame)
{
OnStartGame(procedureOwner);
}
}
#endregion
#region Event Handlers
private void OnOpenUIFormSuccess(object sender, GameEventArgs e)
{
if (e is OpenUIFormSuccessEventArgs ne)
{
if (ne.UIForm.Logic is StartMenuForm startMenuForm) _startMenuForm = startMenuForm;
if (ne.UIForm.Logic is SelectRoleForm selectRoleForm) _selectRoleForm = selectRoleForm;
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneId.Game);
procedureOwner.SetData<VarInt32>("SelectedRoleId", _selectedRoleId);
ChangeState<ProcedureChangeScene>(procedureOwner);
}
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6cf6edb3e93c9814dbeb37df22394fed
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,9 @@
namespace UI
{
public interface IUIFormController
{
int? OpenUI(object userData = null);
void CloseUI();
void BindUseCase(IUIUseCase useCase);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 08145adf06b2b2c4b9d61d3ef6d39cfc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UI
{
public interface IUIUseCase
{
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8b527e4ad6d6207418137211caa179d5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -242,4 +242,4 @@ namespace UI
GameEntry.UI.CloseUIForm(this);
}
}
}
}
@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UI
{
public class UIContext
{
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7ac4a8b30b5b7684ca58f70386314a4b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -157,24 +157,12 @@ namespace UI
return uiComponent.OpenUIForm(assetName, drUIForm.UIGroupName, Constant.AssetPriority.UIFormAsset, drUIForm.PauseCoveredUIForm, userData);
}
public static void OpenDialog(this UIComponent uiComponent, DialogParams dialogParams)
{
if (((ProcedureBase)GameEntry.Procedure.CurrentProcedure).UseNativeDialog)
{
OpenNativeDialog(dialogParams);
}
else
{
uiComponent.OpenUIForm(UIFormType.DialogForm, dialogParams);
}
}
private static void OpenNativeDialog(DialogParams dialogParams)
private static void OpenNativeDialog(DialogFormRawData rawData)
{
// TODO:这里应该弹出原生对话框,先简化实现为直接按确认按钮
if (dialogParams.OnClickConfirm != null)
if (rawData != null && rawData.OnClickConfirm != null)
{
dialogParams.OnClickConfirm(dialogParams.UserData);
rawData.OnClickConfirm(rawData.UserData);
}
}
}
@@ -0,0 +1,10 @@
namespace UI
{
public abstract class UIFormControllerBase<TContext> : IUIFormController where TContext : UIContext
{
protected abstract int? OpenUIInternal(TContext context);
public abstract int? OpenUI(object userData = null);
public abstract void CloseUI();
public abstract void BindUseCase(IUIUseCase useCase);
}
}
@@ -0,0 +1,179 @@
using Definition.Enum;
using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace UI
{
public class TUIFormController : UIFormControllerBase<UIContext>
{
private IUIUseCase _useCase;
private UIContext _context;
private TUIForm _tForm;
private int? _tFormSerialId;
private bool _pendingRefresh;
private bool _isBindEvent;
private void SubscribeEvents()
{
if (_isBindEvent) return;
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
_isBindEvent = true;
}
private void UnsubscribeEvents()
{
if (!_isBindEvent) return;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
_isBindEvent = false;
}
protected override int? OpenUIInternal(UIContext context)
{
if (context == null)
{
Log.Warning("TUIFormController open failed. context is null.");
return null;
}
_context = context;
if (_tForm != null && _tFormSerialId.HasValue &&
GameEntry.UI.HasUIForm(_tFormSerialId.Value))
{
_tForm.RefreshUI(_context);
return _tFormSerialId;
}
CloseUI();
_pendingRefresh = true;
SubscribeEvents();
_tFormSerialId = GameEntry.UI.OpenUIForm(UIFormType.TUIForm, context);
return _tFormSerialId;
}
public override int? OpenUI(object userData = null)
{
if (userData is UIContext context)
{
return OpenUIInternal(context);
}
if (userData != null)
{
Log.Warning("TUIFormController.OpenUI() userData type is invalid.");
return null;
}
return OpenUIInternal(_context);
}
public override void CloseUI()
{
_pendingRefresh = false;
UnsubscribeEvents();
if (_tFormSerialId.HasValue)
{
if (GameEntry.UI.HasUIForm(_tFormSerialId.Value))
{
GameEntry.UI.CloseUIForm(_tFormSerialId.Value);
}
_tForm = null;
_tFormSerialId = null;
return;
}
if (_tForm != null)
{
_tForm.Close();
_tForm = null;
}
}
public override void BindUseCase(IUIUseCase useCase)
{
if (!(useCase is IUIUseCase UIFormUseCase))
{
Log.Error("LevelUpForm.BindUseCase() useCase is invalid.");
return;
}
_useCase = UIFormUseCase;
}
private void TryRefreshUI()
{
if (_context == null)
{
return;
}
if (_tForm == null)
{
_pendingRefresh = true;
return;
}
_tForm.RefreshUI(_context);
_pendingRefresh = false;
}
#region EventHanlders
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args))
{
return;
}
if (!_tFormSerialId.HasValue)
{
return;
}
if (args.UIForm == null || args.UIForm.SerialId != _tFormSerialId.Value || args.UserData != _context)
{
return;
}
_tForm = args.UIForm.Logic as TUIForm;
if (_tForm == null)
{
Log.Warning("DialogFormController open success but form logic is invalid.");
return;
}
if (_pendingRefresh)
{
TryRefreshUI();
}
}
private void CloseUIFormComplete(object sender, GameEventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args))
{
return;
}
if (args.SerialId != _tFormSerialId)
{
return;
}
_tForm = null;
_tFormSerialId = null;
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7e46538e3d51b6b4ca463fa6080ad335
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,27 @@
using UnityEngine;
using UnityGameFramework.Runtime;
namespace UI
{
public class TUIForm : UGuiForm
{
public void RefreshUI(UIContext context)
{
}
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
if (!(userData is UIContext context))
{
Log.Error("UIContext is invalid.");
return;
}
RefreshUI(context);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e8bc5e59a2be3094798c8c46d1a4999f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+12 -52
View File
@@ -5,16 +5,13 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace UI
{
public class CommonButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler,
public class CommonButton : MonoBehaviour, IPointerEnterHandler, IPointerDownHandler, IPointerExitHandler,
IPointerUpHandler
{
private const float FadeTime = 0.3f;
@@ -27,6 +24,8 @@ namespace UI
[SerializeField] private UnityEvent _onPointerExitAction = null;
[SerializeField] private bool _enableFade = true;
private CanvasGroup _canvasGroup = null;
private void Awake()
@@ -47,22 +46,11 @@ namespace UI
}
StopAllCoroutines();
StartCoroutine(_canvasGroup.FadeToAlpha(OnHoverAlpha, FadeTime));
if (_enableFade)
StartCoroutine(_canvasGroup.FadeToAlpha(OnHoverAlpha, FadeTime));
_onPointerEnterAction.Invoke();
}
public void OnPointerExit(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
{
return;
}
StopAllCoroutines();
StartCoroutine(_canvasGroup.FadeToAlpha(1f, FadeTime));
_onPointerExitAction?.Invoke();
}
public void OnPointerDown(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
@@ -84,45 +72,17 @@ namespace UI
_canvasGroup.alpha = OnHoverAlpha;
}
/// <summary>
/// 注册鼠标相关事件
/// </summary>
/// <param name="actionId">0、1、2 分别是 Enter、Click、Exit</param>
/// <param name="action">回调事件</param>
public void RegisterAction(int actionId, UnityAction action)
public void OnPointerExit(PointerEventData eventData)
{
switch (actionId)
if (eventData.button != PointerEventData.InputButton.Left)
{
case 0:
_onPointerEnterAction.AddListener(action);
break;
case 1:
_onClickAction.AddListener(action);
break;
case 2:
_onPointerExitAction.AddListener(action);
break;
default:
throw new IndexOutOfRangeException("actionId 无效");
return;
}
}
public void UnRegisterAction(int actionId, UnityAction action)
{
switch (actionId)
{
case 0:
_onPointerEnterAction.RemoveListener(action);
break;
case 1:
_onClickAction.RemoveListener(action);
break;
case 2:
_onPointerExitAction.RemoveListener(action);
break;
default:
throw new IndexOutOfRangeException("actionId 无效");
}
StopAllCoroutines();
if (_enableFade)
StartCoroutine(_canvasGroup.FadeToAlpha(1.0f, FadeTime));
_onPointerExitAction.Invoke();
}
}
}
@@ -0,0 +1,11 @@
using Definition.Enum;
namespace UI
{
public class DisplayItemContext : UIContext
{
public string IconAssetName;
public ItemRarity Rarity;
public bool IsWeapon;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: df1bccc6ff70fbc4089c7809e35c1f61
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,17 @@
using Definition.Enum;
using UnityEngine;
namespace UI
{
public class DisplayItemInfoFormContext : UIContext
{
public string IconAssetName;
public string Title;
public string TypeText;
public ItemRarity Rarity;
public string Description;
public int Price;
public bool IsWeapon;
public Vector3 TargetPos;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cdcef9502b7fa944ca95cb839fdc60bc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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