- 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
@@ -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:
assetBundleName:
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
}
}