- 调整项目结构以适应打包需求
- 添加控制台便于在游戏运行过程中调试各项功能 - 添加 LevelRarity 表,增加了随关卡数动态调整的商品道具品质刷新概率
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using DataTable;
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using Definition.Enum;
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using GameFramework.DataTable;
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using UnityEngine;
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namespace Game.Utility
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{
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public static class RarityUtility
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{
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public static ItemRarity SelectRarityForLevel(IDataTable<DRLevelRarity> table, int level)
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{
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DRLevelRarity row = GetLevelRarityRow(table, level);
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if (row == null)
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{
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return ItemRarity.White;
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}
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int white = Mathf.Max(0, row.WhiteWeight);
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int green = Mathf.Max(0, row.GreenWeight);
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int blue = Mathf.Max(0, row.BlueWeight);
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int purple = Mathf.Max(0, row.PurpleWeight);
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int red = Mathf.Max(0, row.RedWeight);
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int total = white + green + blue + purple + red;
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if (total <= 0)
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{
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return ItemRarity.White;
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}
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int roll = Random.Range(1, total + 1);
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if (roll <= white) return ItemRarity.White;
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roll -= white;
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if (roll <= green) return ItemRarity.Green;
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roll -= green;
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if (roll <= blue) return ItemRarity.Blue;
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roll -= blue;
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if (roll <= purple) return ItemRarity.Purple;
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return ItemRarity.Red;
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}
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private static DRLevelRarity GetLevelRarityRow(IDataTable<DRLevelRarity> table, int level)
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{
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if (table == null)
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{
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return null;
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}
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DRLevelRarity[] rows = table.GetAllDataRows();
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if (rows == null || rows.Length == 0)
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{
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return null;
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}
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int safeLevel = Mathf.Max(1, level);
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DRLevelRarity below = null;
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DRLevelRarity above = null;
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foreach (DRLevelRarity row in rows)
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{
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if (row == null)
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{
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continue;
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}
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if (safeLevel >= row.LevelMin && safeLevel <= row.LevelMax)
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{
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return row;
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}
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if (safeLevel < row.LevelMin)
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{
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if (above == null || row.LevelMin < above.LevelMin)
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{
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above = row;
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}
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}
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else if (safeLevel > row.LevelMax)
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{
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if (below == null || row.LevelMax > below.LevelMax)
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{
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below = row;
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}
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}
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}
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return above ?? below;
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}
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}
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}
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@@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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