重构:修复 Shop 与 ItemTooltip 跨模块事件边界问题

- 将 _tooltipLocked 状态从 ItemTooltipController 移到 ShopController 维护
- DisplayItem 只发 Shop 模块 UI 事件(Hover/Lock/Hide)
- ItemTooltipForm 取消按钮发 ItemTooltip 模块事件自关闭
- ShopController 通过 UIRouter 跨模块控制 ItemTooltipForm
- 移除 DisplayItemHideEventArgs 的 Force 字段,分离两种关闭场景
This commit is contained in:
SepComet 2026-06-17 09:37:44 +08:00
parent 2590f31250
commit c30b256d7a
24 changed files with 340 additions and 213 deletions

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@ -9,24 +9,19 @@ namespace SepCore.Event
public override int Id => EventId;
public bool Force = false;
public ItemTooltipHideEventArgs()
{
Force = false;
}
public static ItemTooltipHideEventArgs Create(bool force = false)
{
var args = ReferencePool.Acquire<ItemTooltipHideEventArgs>();
args.Force = force;
return args;
}
public override void Clear()
{
Force = false;
}
}
}
}

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@ -1,3 +0,0 @@
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@ -1,3 +0,0 @@
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guid: 51bff2c6818f44398b4b8f7d1448b310
timeCreated: 1771071724

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace SepCore.Event
{
public class DisplayItemHideEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(DisplayItemHideEventArgs).GetHashCode();
public override int Id => EventId;
public DisplayItemHideEventArgs()
{
}
public static DisplayItemHideEventArgs Create()
{
var args = ReferencePool.Acquire<DisplayItemHideEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,11 @@
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@ -4,30 +4,30 @@ using UnityEngine;
namespace SepCore.Event
{
public class ItemTooltipShowEventArgs : GameEventArgs
public class DisplayItemHoverEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ItemTooltipShowEventArgs).GetHashCode();
public static readonly int EventId = typeof(DisplayItemHoverEventArgs).GetHashCode();
public override int Id => EventId;
public int Index { get; private set; }
public int Index;
public bool IsWeapon;
public Vector3 TargetPos;
public bool IsWeapon { get; private set; }
public Vector3 TargetPos { get; private set; }
public ItemTooltipShowEventArgs()
public DisplayItemHoverEventArgs()
{
Index = -1;
IsWeapon = false;
TargetPos = Vector3.zero;
}
public static ItemTooltipShowEventArgs Create(int index, bool isWeapon, Vector3 targetPos)
public static DisplayItemHoverEventArgs Create(int index, bool isWeapon, Vector3 targetPos)
{
var args = ReferencePool.Acquire<ItemTooltipShowEventArgs>();
var args = ReferencePool.Acquire<DisplayItemHoverEventArgs>();
args.Index = index;
args.IsWeapon = isWeapon;
args.TargetPos = targetPos;
return args;
}

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@ -0,0 +1,11 @@
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@ -3,19 +3,19 @@ using GameFramework.Event;
namespace SepCore.Event
{
public class ItemTooltipLockEventArgs : GameEventArgs
public class DisplayItemLockEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ItemTooltipLockEventArgs).GetHashCode();
public static readonly int EventId = typeof(DisplayItemLockEventArgs).GetHashCode();
public override int Id => EventId;
public ItemTooltipLockEventArgs()
public DisplayItemLockEventArgs()
{
}
public static ItemTooltipLockEventArgs Create()
public static DisplayItemLockEventArgs Create()
{
var args = ReferencePool.Acquire<ItemTooltipLockEventArgs>();
var args = ReferencePool.Acquire<DisplayItemLockEventArgs>();
return args;
}
@ -24,4 +24,4 @@ namespace SepCore.Event
{
}
}
}
}

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@ -24,4 +24,4 @@ namespace SepCore.Event
{
}
}
}
}

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@ -1,3 +1,11 @@
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@ -8,27 +8,26 @@ namespace SepCore.Event
public static readonly int EventId = typeof(ShopPurchaseEventArgs).GetHashCode();
public override int Id => EventId;
public int GoodsIndex { get; private set; }
public ShopPurchaseEventArgs()
{
GoodsIndex = -1;
}
public static ShopPurchaseEventArgs Create(int index)
{
var args = ReferencePool.Acquire<ShopPurchaseEventArgs>();
args.GoodsIndex = index;
return args;
}
public override void Clear()
{
GoodsIndex = -1;
}
}
}
}

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@ -1,3 +1,11 @@
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@ -0,0 +1,33 @@
using GameFramework;
using GameFramework.Event;
namespace SepCore.Event
{
public class ShopRefreshEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ShopRefreshEventArgs).GetHashCode();
public override int Id => EventId;
public int Cost { get; private set; }
public ShopRefreshEventArgs()
{
Cost = 0;
}
public static ShopRefreshEventArgs Create(int cost)
{
var args = ReferencePool.Acquire<ShopRefreshEventArgs>();
args.Cost = cost;
return args;
}
public override void Clear()
{
Cost = 0;
}
}
}

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@ -25,37 +25,32 @@ namespace SepCore.UI
ItemType = ItemType.None;
}
public static async UniTask<GoodsItemContext> CreateAsync(GoodsItemRawData rawData)
public GoodsItemContext(GoodsItemRawData rawData)
{
var context = new GoodsItemContext
{
Price = rawData.Price,
Rarity = rawData.Rarity,
ItemType = rawData.ItemType
};
if (context.ItemType == ItemType.None)
Price = rawData.Price;
Rarity = rawData.Rarity;
ItemType = rawData.ItemType;
if (ItemType == ItemType.None)
{
context.Description = string.Empty;
context.Icon = null;
context.Title = string.Empty;
Description = string.Empty;
Icon = null;
Title = string.Empty;
}
else if (context.ItemType == ItemType.Weapon)
else if (ItemType == ItemType.Weapon)
{
var weapon = (DRWeapon)rawData.DataRow;
context.Title = weapon.Title;
context.Description = ItemDescUtility.CreateWeaponDescription(weapon);
context.Icon = await GameEntry.SpriteCache.GetSprite(weapon.IconAssetName);
Title = weapon.Title;
Description = ItemDescUtility.CreateWeaponDescription(weapon);
}
else
{
var prop = (DRProp)rawData.DataRow;
context.Title = prop.Title;
context.Description = ItemDescUtility.CreatePropDescription(prop.Modifiers);
context.Icon = await GameEntry.SpriteCache.GetSprite(prop.IconAssetName);
Title = prop.Title;
Description = ItemDescUtility.CreatePropDescription(prop.Modifiers);
}
return context;
}
}
}

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@ -3,7 +3,6 @@ using Cysharp.Threading.Tasks;
using SepCore.Event;
using SepCore.Definition;
using GameFramework.Event;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.UI
@ -12,21 +11,24 @@ namespace SepCore.UI
{
protected override UIFormType UIFormType => UIFormType.ItemTooltipForm;
private bool _locked = false;
private Action<int, int> _onRecycle;
private bool _subscribed = false;
protected override void SubscribeCustomEvents()
{
GameEntry.Event.Subscribe(DisplayItemLockEventArgs.EventId, OnDisplayItemLock);
GameEntry.Event.Subscribe(DisplayItemHideEventArgs.EventId, OnDisplayItemHide);
if (_subscribed) return;
GameEntry.Event.Subscribe(ItemTooltipRecycleEventArgs.EventId, ItemTooltipRecycle);
GameEntry.Event.Subscribe(ItemTooltipHideEventArgs.EventId, ItemTooltipHide);
_subscribed = true;
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.Event.Unsubscribe(DisplayItemLockEventArgs.EventId, OnDisplayItemLock);
GameEntry.Event.Unsubscribe(DisplayItemHideEventArgs.EventId, OnDisplayItemHide);
if (!_subscribed) return;
GameEntry.Event.Unsubscribe(ItemTooltipRecycleEventArgs.EventId, ItemTooltipRecycle);
GameEntry.Event.Unsubscribe(ItemTooltipHideEventArgs.EventId, ItemTooltipHide);
_subscribed = false;
}
protected override void RefreshUI(ItemTooltipForm form, ItemTooltipContext context)
@ -79,7 +81,6 @@ namespace SepCore.UI
public override async UniTask CloseUIAsync(object userData = null, float timeout = 30f)
{
_locked = false;
_onRecycle = null;
await base.CloseUIAsync(userData, timeout);
}
@ -92,45 +93,8 @@ namespace SepCore.UI
}
}
private bool IsCurrentFormSender(object sender)
{
if (sender is ItemTooltipForm ItemTooltipForm)
{
return ItemTooltipForm == Form;
}
if (sender is Component component && Form != null)
{
return component.transform.IsChildOf(Form.transform);
}
return false;
}
#region Event Handlers
private void OnDisplayItemLock(object sender, GameEventArgs e)
{
if (e is not DisplayItemLockEventArgs)
{
return;
}
_locked = true;
}
private void OnDisplayItemHide(object sender, GameEventArgs e)
{
if (e is not DisplayItemHideEventArgs args)
{
return;
}
if (_locked && !args.Force) return;
GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
}
private void ItemTooltipRecycle(object sender, GameEventArgs e)
{
if (e is not ItemTooltipRecycleEventArgs args)
@ -138,14 +102,16 @@ namespace SepCore.UI
return;
}
if (!IsCurrentFormSender(sender))
{
return;
}
_onRecycle?.Invoke(args.Index, args.Price);
}
private void ItemTooltipHide(object sender, GameEventArgs e)
{
if (e is not ItemTooltipHideEventArgs args) return;
CloseUIAsync().Forget();
}
#endregion
}
}

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@ -197,7 +197,7 @@ namespace SepCore.UI
public void OnCancelButtonClick()
{
GameEntry.Event.Fire(this, ItemTooltipHideEventArgs.Create(true));
GameEntry.Event.Fire(this, ItemTooltipHideEventArgs.Create());
}
private string BuildTypeText(ItemType type)

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@ -10,6 +10,12 @@ namespace SepCore.UI
public List<GoodsItemContext> GoodsItems;
public DisplayListAreaContext PropListContext;
public DisplayListAreaContext WeaponListContext;
public float WeaponRecycleRate = 0.3f;
// 控制字段
public bool NeedRefreshGoodsItems;
public bool NeedRefreshPlayerCoin;
public bool NeedRefreshWeaponList;
public bool NeedRefreshPropList;
public bool NeedRefreshPrice;
}
}

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@ -2,9 +2,9 @@ using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Event;
using SepCore.Definition;
using SepCore.CustomUtility;
using SepCore.Entity.Weapon;
using GameFramework.Event;
using SepCore.DataTable;
using UnityEngine;
using UnityGameFramework.Runtime;
@ -14,6 +14,7 @@ namespace SepCore.UI
{
private ShopUseCase _useCase;
private ShopRawData _rawData;
private bool _tooltipLocked = false;
protected override UIFormType UIFormType => UIFormType.ShopForm;
@ -24,18 +25,26 @@ namespace SepCore.UI
protected override void SubscribeCustomEvents()
{
GameEntry.Event.Subscribe(RefreshEventArgs.EventId, Refresh);
GameEntry.Event.Subscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Subscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Subscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Subscribe(ItemTooltipShowEventArgs.EventId, DisplayItemShow);
GameEntry.Event.Subscribe(DisplayItemHoverEventArgs.EventId, DisplayItemHover);
GameEntry.Event.Subscribe(DisplayItemLockEventArgs.EventId, DisplayItemLock);
GameEntry.Event.Subscribe(DisplayItemHideEventArgs.EventId, DisplayItemHide);
GameEntry.Event.Subscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange);
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormComplete);
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.Event.Unsubscribe(RefreshEventArgs.EventId, Refresh);
GameEntry.Event.Unsubscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Unsubscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Unsubscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Unsubscribe(ItemTooltipShowEventArgs.EventId, DisplayItemShow);
GameEntry.Event.Unsubscribe(DisplayItemHoverEventArgs.EventId, DisplayItemHover);
GameEntry.Event.Unsubscribe(DisplayItemLockEventArgs.EventId, DisplayItemLock);
GameEntry.Event.Unsubscribe(DisplayItemHideEventArgs.EventId, DisplayItemHide);
GameEntry.Event.Unsubscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange);
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormComplete);
}
#region BuildContext
@ -53,7 +62,8 @@ namespace SepCore.UI
List<GoodsItemContext> goodsItems = new List<GoodsItemContext>();
foreach (var item in rawData.GoodsItems)
{
goodsItems.Add(await GoodsItemContext.CreateAsync(item));
var context = await CreateGoodsItemContextAsync(item);
goodsItems.Add(context);
}
return new ShopContext
@ -65,7 +75,12 @@ namespace SepCore.UI
PropListContext =
BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
rawData.WeaponMaxCount)
rawData.WeaponMaxCount),
NeedRefreshGoodsItems = true,
NeedRefreshPlayerCoin = true,
NeedRefreshPropList = true,
NeedRefreshWeaponList = true,
NeedRefreshPrice = true
};
}
@ -199,14 +214,28 @@ namespace SepCore.UI
listContext.CurrentCount = oldCount + 1;
}
private async UniTask<GoodsItemContext> CreateGoodsItemContextAsync(GoodsItemRawData rawData,
float timeout = 30f)
{
var context = new GoodsItemContext(rawData);
context.Icon = context.ItemType switch
{
ItemType.Weapon => await GameEntry.SpriteCache.GetSprite(((DRWeapon)rawData.DataRow).IconAssetName),
ItemType.Prop => await GameEntry.SpriteCache.GetSprite(((DRProp)rawData.DataRow).IconAssetName),
_ => null
};
return context;
}
#endregion
#region UI Methods
public override async UniTask CloseUIAsync(object userData = null, float timeout = 30f)
{
GameEntry.Event.Fire(this, ItemTooltipHideEventArgs.Create(true));
GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
_rawData = null;
_tooltipLocked = false;
await base.CloseUIAsync(userData, timeout);
}
@ -271,8 +300,10 @@ namespace SepCore.UI
for (int i = 0; i < result.GoodsItems.Count; i++)
{
if (i < Context.GoodsItems.Count)
Context.GoodsItems[i] = await GoodsItemContext.CreateAsync(result.GoodsItems[i]);
else Context.GoodsItems.Add(await GoodsItemContext.CreateAsync(result.GoodsItems[i]));
{
Context.GoodsItems[i] = await CreateGoodsItemContextAsync(result.GoodsItems[i]);
}
else Context.GoodsItems.Add(await CreateGoodsItemContextAsync(result.GoodsItems[i]));
}
if (Context.GoodsItems.Count != result.GoodsItems.Count)
@ -282,15 +313,10 @@ namespace SepCore.UI
}
Context.RefreshPrice = result.RefreshPrice;
Context.NeedRefreshGoodsItems = true;
Context.NeedRefreshPrice = true;
if (Form == null)
{
Log.Error("ShopFormController.RefreshGoodsItems() Form is null.");
return;
}
Form.RefreshGoodsItems(Context.GoodsItems);
Form.RefreshRefreshPrice(Context.RefreshPrice);
RefreshUI(Form, Context);
}
private void ApplyGoodsPurchased(ShopPurchaseResult result)
@ -319,29 +345,17 @@ namespace SepCore.UI
if (result.DisplayItem.IsWeapon)
{
AppendDisplayItemContext(Context.WeaponListContext, context);
Context.NeedRefreshWeaponList = true;
}
else
{
AppendDisplayItemContext(Context.PropListContext, context);
Context.NeedRefreshPropList = true;
}
}
Form?.ApplyGoodsPurchased(result.GoodsIndex, context);
}
private bool IsCurrentFormEventSender(object sender)
{
if (sender is ShopForm shopForm)
{
return shopForm == Form;
}
if (sender is Component component && Form != null)
{
return component.transform.IsChildOf(Form.transform);
}
return false;
Context.NeedRefreshGoodsItems = true;
RefreshUI(Form, Context);
}
private bool TryGetWeaponInfoRawData(int index, Vector3 targetPos, out ItemTooltipRawData rawData)
@ -380,8 +394,8 @@ namespace SepCore.UI
WeaponData = weapon.WeaponData,
Rarity = weapon.WeaponData.Rarity,
ItemType = ItemType.Weapon,
Price = Mathf.FloorToInt(weapon.WeaponData.Price * Context.WeaponRecycleRate),
OnRecycle = (recycleIndex, recyclePrice) => RecycleWeapon(recycleIndex, recyclePrice),
Price = _useCase.CalculateRecyclePrice(weapon.WeaponData.Price),
OnRecycle = RecycleWeapon,
};
return true;
}
@ -441,22 +455,18 @@ namespace SepCore.UI
Context.WeaponListContext.CurrentCount = currentCount;
}
Form?.RemoveWeaponDisplayItem(index);
GameEntry.Event.Fire(this, ItemTooltipHideEventArgs.Create(true));
Context.NeedRefreshWeaponList = true;
RefreshUI(Form, Context);
GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
}
#endregion
#region Event Handlers
private async void Refresh(object sender, GameEventArgs e)
private async void ShopRefresh(object sender, GameEventArgs e)
{
if (sender is not ShopForm)
{
return;
}
if (e is not RefreshEventArgs args)
if (e is not ShopRefreshEventArgs args)
{
return;
}
@ -472,16 +482,11 @@ namespace SepCore.UI
private void ShopPurchase(object sender, GameEventArgs e)
{
ShopPurchaseAsync(sender, e).Forget();
OnPurchaseRequestAsync(sender, e).Forget();
}
private async UniTaskVoid ShopPurchaseAsync(object sender, GameEventArgs e)
private async UniTaskVoid OnPurchaseRequestAsync(object sender, GameEventArgs e)
{
if (sender is not ShopForm)
{
return;
}
if (e is not ShopPurchaseEventArgs args)
{
return;
@ -498,11 +503,6 @@ namespace SepCore.UI
private void ShopContinue(object sender, GameEventArgs e)
{
if (sender is not ShopForm)
{
return;
}
if (e is not ShopContinueEventArgs)
{
return;
@ -511,21 +511,16 @@ namespace SepCore.UI
_useCase?.Continue();
}
private void DisplayItemShow(object sender, GameEventArgs e)
private void DisplayItemHover(object sender, GameEventArgs e)
{
if (e is not ItemTooltipShowEventArgs args)
{
return;
}
if (!IsCurrentFormEventSender(sender))
if (e is not DisplayItemHoverEventArgs args)
{
return;
}
if (_rawData == null)
{
Log.Error("ShopFormController.DisplayItemShow() _rawData is null.");
Log.Error("ShopFormController.OnDisplayItemHover() _rawData is null.");
return;
}
@ -539,9 +534,55 @@ namespace SepCore.UI
return;
}
_tooltipLocked = false;
GameEntry.UIRouter.OpenUIAsync(UIFormType.ItemTooltipForm, rawData).Forget();
}
private void DisplayItemLock(object sender, GameEventArgs e)
{
if (e is not DisplayItemLockEventArgs)
{
return;
}
_tooltipLocked = true;
}
private void DisplayItemHide(object sender, GameEventArgs e)
{
if (e is not DisplayItemHideEventArgs args)
{
return;
}
if (_tooltipLocked)
{
return;
}
GameEntry.UIRouter.CloseUIAsync(UIFormType.ItemTooltipForm).Forget();
}
private void PlayerCoinChange(object sender, GameEventArgs e)
{
if (e is not PlayerCoinChangeEventArgs args) return;
if (Context == null) return;
Context.PlayerCoin = args.CoinCount;
Context.NeedRefreshPlayerCoin = true;
RefreshUI(Form, Context);
}
private void OpenUIFormComplete(object sender, GameEventArgs e)
{
if (e is not OpenUIFormSuccessEventArgs ne) return;
if (ne.UIForm.Logic is ItemTooltipForm)
{
_tooltipLocked = false;
}
}
#endregion
}
}

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@ -1,6 +1,5 @@
using System.Collections.Generic;
using SepCore.Event;
using GameFramework.Event;
using TMPro;
using UnityEngine;
using UnityGameFramework.Runtime;
@ -18,7 +17,6 @@ namespace SepCore.UI
[SerializeField] private TMP_Text _refreshPriceText;
[SerializeField] private TMP_Text _playerCoinText;
private int _currentCoin;
[SerializeField] private ShopGoodsItem[] _goodsItems;
@ -35,25 +33,41 @@ namespace SepCore.UI
{
_context = context;
_titleText.text = $"商店 (Lv.{context.CurrentLevel})";
_continueButtonText.text = $"继续 (Lv.{context.CurrentLevel + 1})";
RefreshRefreshPrice(context.RefreshPrice);
_playerCoinText.text = $"<sprite name=\"coin\" index=0> {context.PlayerCoin}";
RefreshGoodsItems(context.GoodsItems);
if (_propListArea != null && context.PropListContext != null)
// 首次打开或需要全量刷新时
if (context.NeedRefreshGoodsItems)
{
_propListArea.OnInit(context.PropListContext);
_titleText.text = $"商店 (Lv.{context.CurrentLevel})";
_continueButtonText.text = $"继续 (Lv.{context.CurrentLevel + 1})";
RefreshGoodsItems(context.GoodsItems);
context.NeedRefreshGoodsItems = false;
}
if (_weaponListArea != null && context.WeaponListContext != null)
if (context.NeedRefreshPrice)
{
RefreshRefreshPrice(context.RefreshPrice);
context.NeedRefreshPrice = false;
}
if (context.NeedRefreshPlayerCoin)
{
_playerCoinText.text = $"<sprite name=\"coin\"> {context.PlayerCoin}";
context.NeedRefreshPlayerCoin = false;
}
if (context.NeedRefreshPropList && _propListArea != null && context.PropListContext != null)
{
_propListArea.OnInit(context.PropListContext);
context.NeedRefreshPropList = false;
}
if (context.NeedRefreshWeaponList && _weaponListArea != null && context.WeaponListContext != null)
{
_weaponListArea.OnInit(context.WeaponListContext);
context.NeedRefreshWeaponList = false;
}
}
internal void RefreshGoodsItems(List<GoodsItemContext> goodsItems)
private void RefreshGoodsItems(List<GoodsItemContext> goodsItems)
{
foreach (var item in _goodsItems)
{
@ -68,17 +82,19 @@ namespace SepCore.UI
int count = Mathf.Min(_goodsItems.Length, goodsItems.Count);
for (int i = 0; i < count; i++)
{
if (goodsItems[i] == null) continue;
_goodsItems[i].Init(goodsItems[i]);
_goodsItems[i].gameObject.SetActive(true);
}
}
internal void RefreshRefreshPrice(int refreshPrice)
private void RefreshRefreshPrice(int refreshPrice)
{
_refreshPriceText.text = $"刷新 -{refreshPrice} <sprite name=\"coin\" index=0>";
_refreshPriceText.text = $"刷新 -{refreshPrice} <sprite name=\"coin\">";
}
internal void ApplyGoodsPurchased(int goodsIndex, DisplayItemContext displayItem)
private void ApplyGoodsPurchased(int goodsIndex, DisplayItemContext displayItem)
{
SetGoodsItemVisible(goodsIndex, false);
@ -140,7 +156,7 @@ namespace SepCore.UI
public void OnRefreshButtonClick()
{
GameEntry.Event.Fire(this, RefreshEventArgs.Create(_context.RefreshPrice));
GameEntry.Event.Fire(this, ShopRefreshEventArgs.Create(_context.RefreshPrice));
}
#endregion
@ -151,8 +167,6 @@ namespace SepCore.UI
{
base.OnOpen(userData);
GameEntry.Event.Subscribe(PlayerCoinChangeEventArgs.EventId, OnPlayerCoinChange);
if (userData is ShopContext context)
{
RefreshUI(context);
@ -166,8 +180,6 @@ namespace SepCore.UI
{
_context = null;
GameEntry.Event.Unsubscribe(PlayerCoinChangeEventArgs.EventId, OnPlayerCoinChange);
_propListArea?.OnReset();
_weaponListArea?.OnReset();
@ -175,18 +187,5 @@ namespace SepCore.UI
}
#endregion
#region Event Handlers
private void OnPlayerCoinChange(object sender, GameEventArgs e)
{
if (!(e is PlayerCoinChangeEventArgs args)) return;
if (args.CoinCount == _currentCoin) return;
_currentCoin = args.CoinCount;
_playerCoinText.text = $"<sprite name=\"coin\" index=0> {_currentCoin}";
}
#endregion
}
}

View File

@ -56,17 +56,17 @@ namespace SepCore.UI
rect.yMax,
0f)
);
GameEntry.Event.Fire(this, ItemTooltipShowEventArgs.Create(_index, _context.IsWeapon, targetPos));
GameEntry.Event.Fire(this, DisplayItemHoverEventArgs.Create(_index, _context.IsWeapon, targetPos));
}
public void OnItemInfoLock()
{
GameEntry.Event.Fire(this, ItemTooltipLockEventArgs.Create());
GameEntry.Event.Fire(this, DisplayItemLockEventArgs.Create());
}
public void OnItemInfoHide()
{
GameEntry.Event.Fire(this, ItemTooltipHideEventArgs.Create());
GameEntry.Event.Fire(this, DisplayItemHideEventArgs.Create());
}
}
}

View File

@ -28,6 +28,8 @@ namespace SepCore.UI
public class ShopUseCase : IUIUseCase
{
private const float WeaponRecycleRate = 0.3f;
private readonly Player _player;
private readonly int _currentLevel;
private readonly Action _onShopFinish;
@ -404,5 +406,10 @@ namespace SepCore.UI
Player.Coin += recyclePrice;
return true;
}
public int CalculateRecyclePrice(int basePrice)
{
return Mathf.FloorToInt(basePrice * WeaponRecycleRate);
}
}
}

View File

@ -138,6 +138,7 @@ View
- 在 `Controller` 中堆叠大段领域业务规则
- 绕过 `Context` 直接把业务对象塞给 `View`
- 直接修改其他 UI 的内部 `View`
- **直接调用 View 的公开方法进行局部刷新**;应通过更新 `Context` 并设置刷新粒度控制字段,再调用 `RefreshUI` 让 View 自行决定刷新内容
### 3.4 Context 层
@ -152,12 +153,16 @@ View
- **不允许携带回调委托或行为**,交互行为由 Controller 注册View 通过 UI 专用事件通知 Controller
- 允许组合子 `Context`
- 不进入 `UseCase`
- **允许提供构造函数**,但只能由对应的 `Controller` 调用,用于封装从 `RawData` 到展示数据的转换逻辑
- **允许提供刷新粒度控制字段**(如 `NeedRefreshXxx` 布尔字段用于支持局部刷新View 根据这些字段决定刷新哪些部分Controller 在更新数据后设置对应字段并调用 `RefreshUI`
说明:
- `Context` 可以包含展示层需要的最终数据
- `Context` 可以是“已格式化”的显示数据
- 但这些数据必须由 `Controller` 负责准备,而不是 `UseCase`
- `Context` 的构造函数可以包含轻量的展示逻辑转换(如格式化文本、选择图标),但不应包含复杂业务规则
- 刷新粒度控制字段的典型用法Controller 更新 Context 数据后,设置 `NeedRefreshXxx = true`,然后调用 `RefreshUI`View 在 `RefreshUI` 中检查这些字段,只刷新需要更新的部分,最后将字段重置为 `false`
### 3.5 View 层