整理 ShopUseCase 的相关脚本
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@@ -0,0 +1,12 @@
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using SepCore.Definition;
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namespace SepCore.UI
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{
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public class ShopGoodsSelection
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{
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public GoodsType GoodsType;
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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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}
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guid: df119fea99cc4e3e9fd080a7be4ec3ab
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timeCreated: 1789377913
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@@ -0,0 +1,8 @@
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namespace SepCore.UI
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{
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public sealed class ShopPurchaseResult
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{
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public int GoodsIndex;
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public DisplayItemRawData DisplayItem;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3a48aa67c1024d86b79cf1f5550084a0
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timeCreated: 1789377892
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@@ -0,0 +1,10 @@
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using System.Collections.Generic;
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namespace SepCore.UI
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{
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public sealed class ShopRefreshResult
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{
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public List<GoodsItemRawData> GoodsItems;
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public int RefreshPrice;
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}
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}
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fileFormatVersion: 2
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guid: 0870748189e94cfa8eec2645bec5fd39
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timeCreated: 1789377879
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-21
@@ -1,6 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using SepCore.Entity;
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@@ -11,18 +10,6 @@ using Random = UnityEngine.Random;
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namespace SepCore.UI
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{
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public sealed class ShopRefreshResult
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{
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public List<GoodsItemRawData> GoodsItems;
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public int RefreshPrice;
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}
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public sealed class ShopPurchaseResult
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{
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public int GoodsIndex;
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public DisplayItemRawData DisplayItem;
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}
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public class ShopUseCase : IUIUseCase
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{
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private readonly Player _player;
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@@ -37,14 +24,6 @@ namespace SepCore.UI
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private readonly List<ShopGoodsSelection> _selections = new();
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private int _refreshTime;
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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 PropId;
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public WeaponType WeaponType;
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public int Price;
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}
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public ShopUseCase(Player player, int currentLevel, Action onShopFinish)
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{
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_player = player;
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