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:
@@ -0,0 +1,245 @@
|
||||
using System.Collections.Generic;
|
||||
using Components;
|
||||
using SepCore.Event;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using GameFramework.Event;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Entity.Weapon;
|
||||
|
||||
namespace Entity
|
||||
{
|
||||
public class Player : TargetableObject
|
||||
{
|
||||
protected override TargetableObjectData _targetableObjectData => _playerData;
|
||||
|
||||
private InputComponent _inputComponent;
|
||||
private MovementComponent _movementComponent;
|
||||
private AbsorbComponent _absorbComponent;
|
||||
private StatComponent _statComponent;
|
||||
private BackpackComponent _backpackComponent;
|
||||
private PlayerData _playerData;
|
||||
|
||||
/// <summary>
|
||||
/// 当前金币。
|
||||
/// </summary>
|
||||
private int _coin;
|
||||
|
||||
/// <summary>
|
||||
/// 当前经验。
|
||||
/// </summary>
|
||||
private int _exp;
|
||||
|
||||
/// <summary>
|
||||
/// 每级所需的经验。
|
||||
/// tip: _expRequires[1] 表示 Lv 0 -> Lv 1 需要的经验
|
||||
/// </summary>
|
||||
private int[] _expRequires;
|
||||
|
||||
/// <summary>
|
||||
/// 当前的角色等级。
|
||||
/// </summary>
|
||||
private int _currentLevel;
|
||||
|
||||
/// <summary>
|
||||
/// 玩家是否启用。
|
||||
/// </summary>
|
||||
private bool _enable;
|
||||
|
||||
private bool _weaponEnabled = true;
|
||||
|
||||
public int Coin
|
||||
{
|
||||
get => _coin;
|
||||
set
|
||||
{
|
||||
GameEntry.Event.Fire(this, PlayerCoinChangeEventArgs.Create(value - _coin, value));
|
||||
_coin = value;
|
||||
}
|
||||
}
|
||||
|
||||
public int Exp
|
||||
{
|
||||
get => _exp;
|
||||
set
|
||||
{
|
||||
if (value >= _expRequires[_currentLevel + 1])
|
||||
{
|
||||
value -= _expRequires[_currentLevel + 1];
|
||||
_currentLevel++;
|
||||
PendingLevelPoints++;
|
||||
GameEntry.Event.Fire(this, PlayerLevelUpEventArgs.Create());
|
||||
}
|
||||
|
||||
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(value, _expRequires[_currentLevel + 1]));
|
||||
_exp = value;
|
||||
}
|
||||
}
|
||||
|
||||
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 RemoveWeapon(WeaponBase weapon)
|
||||
{
|
||||
if (weapon == null || _backpackComponent == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!_backpackComponent.DetachWeapon(weapon))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
GameEntry.Entity.HideEntity(weapon);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Enable
|
||||
{
|
||||
get => _enable;
|
||||
set
|
||||
{
|
||||
if (value == _enable) return;
|
||||
_enable = value;
|
||||
_movementComponent.SetMove(value);
|
||||
_backpackComponent.SetWeaponState(value && _weaponEnabled);
|
||||
_inputComponent.SetListening(value);
|
||||
}
|
||||
}
|
||||
|
||||
public bool WeaponEnabled => _weaponEnabled;
|
||||
|
||||
public void SetWeaponEnabled(bool enabled)
|
||||
{
|
||||
_weaponEnabled = enabled;
|
||||
_backpackComponent?.SetWeaponState(_enable && _weaponEnabled);
|
||||
}
|
||||
|
||||
public void InitRole(DRRole role)
|
||||
{
|
||||
// MovementComponent
|
||||
_movementComponent.OnInit(role.Speed, this.CachedTransform, _statComponent);
|
||||
_movementComponent.SetMove(true);
|
||||
|
||||
// HealthComponent
|
||||
_healthComponent.OnInit(role.MaxHealth, _statComponent);
|
||||
|
||||
// BackpackComponent
|
||||
Coin = role.Coin;
|
||||
_backpackComponent.OnInit(this, role.WeaponCapacity);
|
||||
GameEntry.Entity.ShowWeapon(new WeaponKnifeData(GameEntry.Entity.GenerateSerialId(), Id, _playerData.Camp));
|
||||
|
||||
// StatComponent
|
||||
foreach (var modifier in role.InitialProperties)
|
||||
{
|
||||
_statComponent.AddModifier(modifier);
|
||||
}
|
||||
|
||||
_expRequires = role.ExpRequires;
|
||||
|
||||
// Fire Events
|
||||
GameEntry.Event.Fire(this,
|
||||
PlayerHealthChangeEventArgs.Create(0, _healthComponent.CurrentHealth, _healthComponent.MaxHealth));
|
||||
|
||||
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, 100));
|
||||
|
||||
GameEntry.Event.Fire(this,
|
||||
PlayerCoinChangeEventArgs.Create(Coin, Coin));
|
||||
}
|
||||
|
||||
#region FSM
|
||||
|
||||
public override ImpactData GetImpactData()
|
||||
{
|
||||
return new ImpactData(_playerData.Camp, 0, null, _healthComponent.DefenseStat, _healthComponent.DodgeStat);
|
||||
}
|
||||
|
||||
protected override void OnInit(object userData)
|
||||
{
|
||||
base.OnInit(userData);
|
||||
|
||||
_inputComponent = GetComponent<InputComponent>();
|
||||
_movementComponent = GetComponent<MovementComponent>();
|
||||
_absorbComponent = GetComponent<AbsorbComponent>();
|
||||
_statComponent = GetComponent<StatComponent>();
|
||||
_healthComponent = GetComponent<HealthComponent>();
|
||||
_backpackComponent = GetComponent<BackpackComponent>();
|
||||
|
||||
if (_absorbComponent == null)
|
||||
{
|
||||
_absorbComponent = gameObject.AddComponent<AbsorbComponent>();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnShow(object userData)
|
||||
{
|
||||
base.OnShow(userData);
|
||||
|
||||
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
|
||||
|
||||
_statComponent.OnInit();
|
||||
|
||||
if (userData is PlayerData playerData)
|
||||
{
|
||||
_playerData = playerData;
|
||||
}
|
||||
|
||||
_inputComponent.OnInit();
|
||||
_inputComponent.SetListening(true);
|
||||
_absorbComponent.OnInit(this, _statComponent);
|
||||
_weaponEnabled = true;
|
||||
|
||||
_currentLevel = 0;
|
||||
}
|
||||
|
||||
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(elapseSeconds, realElapseSeconds);
|
||||
|
||||
_inputComponent.OnUpdate(elapseSeconds, realElapseSeconds);
|
||||
|
||||
_movementComponent.SetDirection(_inputComponent.Direction);
|
||||
_absorbComponent.OnUpdate(elapseSeconds, realElapseSeconds);
|
||||
}
|
||||
|
||||
protected override void OnHide(bool isShutdown, object userData)
|
||||
{
|
||||
_inputComponent.OnReset();
|
||||
_movementComponent.OnReset();
|
||||
_healthComponent.OnReset();
|
||||
_statComponent.OnReset();
|
||||
_backpackComponent.OnReset();
|
||||
_absorbComponent.OnReset();
|
||||
|
||||
base.OnHide(isShutdown, userData);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Event Handlers
|
||||
|
||||
private void ShowEntitySuccess(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is ShowEntitySuccessEventArgs args)) return;
|
||||
if (args.Entity.Logic is WeaponBase weapon)
|
||||
{
|
||||
_backpackComponent.AttachWeapon(weapon);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user