添加 SepCore.Runtime 和 SepCore.Base 程序集

- 暂时将 Entity 全部归进 Runtime 程序集里
- 调整部分 UI 的 UseCase/RawData/Context 之间的关系,让 RawData 更接近业务原始数据,Context 更接近 UI 直接可读的数据
- 调整其他程序集的引用关系
This commit is contained in:
SepComet
2026-06-03 11:15:58 +08:00
parent d5893ac52b
commit 91f70dd783
176 changed files with 245 additions and 231 deletions
@@ -1,3 +1,5 @@
using CustomUtility;
using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;
@@ -7,19 +9,46 @@ namespace SepCore.UI
{
public string Title;
public ItemRarity Rarity;
public string Type;
public Sprite Icon;
public ItemType ItemType;
public string Description;
public int Price;
public GoodsItemContext()
{
Title = string.Empty;
Description = string.Empty;
Rarity = ItemRarity.White;
Price = 0;
Icon = null;
ItemType = ItemType.None;
}
public GoodsItemContext(GoodsItemRawData rawData)
{
Title = rawData.Title;
Description = rawData.Description;
Price = rawData.Price;
Rarity = rawData.Rarity;
Type = rawData.Type;
Icon = rawData.Icon;
ItemType = rawData.ItemType;
if (ItemType == ItemType.None)
{
Description = string.Empty;
Icon = null;
Title = string.Empty;
}
else if (ItemType == ItemType.Weapon)
{
var weapon = (DRWeapon)rawData.DataRow;
Title = weapon.Title;
Description = ItemDescUtility.CreateWeaponDescription(weapon);
GameEntry.SpriteCache.GetSprite(weapon.IconAssetName, sprite => Icon = sprite);
}
else
{
var prop = (DRProp)rawData.DataRow;
Title = prop.Title;
Description = ItemDescUtility.CreatePropDescription(prop.Modifiers);
GameEntry.SpriteCache.GetSprite(prop.IconAssetName, sprite => Icon = sprite);
}
}
}
}