迁移数据表到 Luban,移除 JsonNet、EnumUtility

This commit is contained in:
2026-09-13 14:08:14 +08:00
parent 4003b3aaba
commit de53890de6
607 changed files with 18515 additions and 3257 deletions
@@ -18,7 +18,7 @@ namespace SepCore.UI
public WeaponData WeaponData;
public PropItem PropData;
public ItemType ItemType;
public ItemRarity Rarity;
public Rarity Rarity;
public int Price;
public Vector3 TargetPos;
public Action<int, int> OnRecycle;
@@ -1,11 +1,11 @@
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.UI
{
public class LevelUpRawData
{
public List<DRLevelUpReward> Rewards;
public List<LevelUpRewardConfig> Rewards;
public int RefreshPrice;
}
}
@@ -1,13 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Entity;
using Random = UnityEngine.Random;
using UnityGameFramework.Runtime;
using SepCore.CustomUtility;
using GameFramework.DataTable;
using UnityEngine;
namespace SepCore.UI
@@ -16,10 +14,9 @@ namespace SepCore.UI
{
private const int BaseRefreshPrice = 2;
private readonly Action _onCompleted;
private readonly DRLevelUpReward[] _allRewards;
private readonly IDataTable<DRLevelRarity> _levelRarityTable;
private readonly Dictionary<ItemRarity, List<DRLevelUpReward>> _rewardsByRarity = new();
private readonly List<DRLevelUpReward> _validRewards = new();
private readonly LevelUpRewardConfig[] _allRewards;
private readonly Dictionary<Rarity, List<LevelUpRewardConfig>> _rewardsByRarity = new();
private readonly List<LevelUpRewardConfig> _validRewards = new();
private int _refreshCount;
private LevelUpRawData _currentModel;
@@ -30,8 +27,7 @@ namespace SepCore.UI
{
_player = player;
_onCompleted = onCompleted;
_allRewards = GameEntry.DataTable.GetDataTable<DRLevelUpReward>().ToArray();
_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
_allRewards = GameEntry.Luban.GetTable<LevelUpRewardConfig>().ToArray();
BuildRewardRarityPools();
}
@@ -105,13 +101,13 @@ namespace SepCore.UI
}
int finalCount = count > 0 ? Mathf.Min(count, _allRewards.Length) : _allRewards.Length;
List<DRLevelUpReward> selections = new List<DRLevelUpReward>(finalCount);
List<LevelUpRewardConfig> selections = new List<LevelUpRewardConfig>(finalCount);
int currentLevel = _player != null ? _player.CurrentLevel : 1;
for (int i = 0; i < finalCount; i++)
{
ItemRarity rarity = RarityUtility.SelectRarityForLevel(_levelRarityTable, currentLevel);
DRLevelUpReward reward = PickRewardByRarity(rarity);
Rarity rarity = RarityUtility.SelectRarityForLevel(currentLevel);
LevelUpRewardConfig reward = PickRewardByRarity(rarity);
if (reward == null)
{
Log.Warning("LevelUpFormUseCase::BuildModel(): No available reward for selection.");
@@ -128,7 +124,7 @@ namespace SepCore.UI
};
}
private void ApplyReward(DRLevelUpReward reward)
private void ApplyReward(LevelUpRewardConfig reward)
{
if (reward == null)
{
@@ -141,7 +137,7 @@ namespace SepCore.UI
return;
}
if (reward.Modifiers == null || reward.Modifiers.Length == 0)
if (reward.Modifiers == null || reward.Modifiers.Count == 0)
{
Log.Warning("LevelUpFormUseCase::ApplyReward: Reward modifiers are empty");
return;
@@ -157,19 +153,19 @@ namespace SepCore.UI
if (_allRewards == null) return;
foreach (DRLevelUpReward reward in _allRewards)
foreach (LevelUpRewardConfig reward in _allRewards)
{
if (reward == null)
{
continue;
}
ItemRarity rarity = reward.Rarity;
Rarity rarity = reward.Rarity;
_validRewards.Add(reward);
if (!_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list))
if (!_rewardsByRarity.TryGetValue(rarity, out List<LevelUpRewardConfig> list))
{
list = new List<DRLevelUpReward>();
list = new List<LevelUpRewardConfig>();
_rewardsByRarity.Add(rarity, list);
}
@@ -177,9 +173,9 @@ namespace SepCore.UI
}
}
private DRLevelUpReward PickRewardByRarity(ItemRarity rarity)
private LevelUpRewardConfig PickRewardByRarity(Rarity rarity)
{
if (_rewardsByRarity.TryGetValue(rarity, out List<DRLevelUpReward> list) && list.Count > 0)
if (_rewardsByRarity.TryGetValue(rarity, out List<LevelUpRewardConfig> list) && list.Count > 0)
{
return list[Random.Range(0, list.Count)];
}
@@ -5,7 +5,7 @@ namespace SepCore.UI
public class DisplayItemRawData
{
public string IconAssetName;
public ItemRarity Rarity;
public Rarity Rarity;
public bool IsWeapon;
}
}
@@ -6,9 +6,9 @@ namespace SepCore.UI
{
public class GoodsItemRawData
{
public ItemRarity Rarity;
public Rarity Rarity;
public ItemType ItemType;
public int Price;
public DataRowBase DataRow;
public object DataRow;
}
}
@@ -2,12 +2,10 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Entity;
using SepCore.CustomUtility;
using SepCore.Entity.Weapon;
using GameFramework.DataTable;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
@@ -34,13 +32,10 @@ namespace SepCore.UI
private readonly int _currentLevel;
private readonly Action _onShopFinish;
private readonly DRGoods[] _allGoods;
private readonly IDataTable<DRProp> _propDataTable;
private readonly IDataTable<DRWeapon> _weaponDataTable;
private readonly IDataTable<DRLevelRarity> _levelRarityTable;
private readonly IReadOnlyList<GoodsConfig> _allGoods;
private readonly List<DRGoods> _validGoods = new();
private readonly Dictionary<ItemRarity, List<DRGoods>> _goodsByRarity = new();
private readonly List<GoodsConfig> _validGoods = new();
private readonly Dictionary<Rarity, List<GoodsConfig>> _goodsByRarity = new();
private readonly List<ShopGoodsSelection> _selections = new();
private int _refreshTime;
@@ -59,10 +54,7 @@ namespace SepCore.UI
_player = player;
_currentLevel = currentLevel;
_onShopFinish = onShopFinish;
_allGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
_levelRarityTable = GameEntry.DataTable.GetDataTable<DRLevelRarity>();
_allGoods = GameEntry.Luban.GetTable<GoodsConfig>();
BuildGoodsRarityPools();
}
@@ -155,13 +147,13 @@ namespace SepCore.UI
private List<GoodsItemRawData> BuildRandomGoodsItems(int count)
{
if (_allGoods == null || _allGoods.Length == 0)
if (_allGoods == null || _allGoods.Count == 0)
{
Log.Error("ShopFormUseCase::BuildRandomGoodsItems(): _allGoods is empty");
return null;
}
int finalCount = Mathf.Min(count, _allGoods.Length);
int finalCount = Mathf.Min(count, _allGoods.Count);
List<GoodsItemRawData> goodsItems = new List<GoodsItemRawData>(finalCount);
_selections.Clear();
@@ -169,9 +161,9 @@ namespace SepCore.UI
for (int i = 0; i < finalCount; i++)
{
ItemRarity rarity = RarityUtility.SelectRarityForLevel(_levelRarityTable, currentLevel);
DRGoods drGoods = PickGoodsByRarity(rarity);
if (drGoods == null)
Rarity rarity = RollRarity(currentLevel);
GoodsConfig goodsConfig = PickGoodsByRarity(rarity);
if (goodsConfig == null)
{
Log.Warning("ShopFormUseCase::BuildRandomGoodsItems: No available goods for selection.");
break;
@@ -180,40 +172,32 @@ namespace SepCore.UI
GoodsItemRawData goodsItem = new GoodsItemRawData();
int price;
if (drGoods.GoodsType == GoodsType.Prop)
if (goodsConfig.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
if (drProp == null)
{
Log.Warning(
$"ShopFormUseCase::BuildRandomGoodsItems: Missing DRProp, id = {drGoods.GoodsTypeId}");
continue;
}
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.GoodsTypeId);
int basePrice = propConfig.Price;
float randomPercent = 0.05f;
price = CalculateRandomizedPrice(drProp.Price, drProp.PriceRandomPercent);
price = CalculateRandomizedPrice(basePrice, randomPercent);
goodsItem.ItemType = ItemType.Prop;
goodsItem.Rarity = drProp.Rarity;
goodsItem.DataRow = drProp;
goodsItem.Rarity = propConfig.Rarity;
goodsItem.DataRow = propConfig;
}
else if (drGoods.GoodsType == GoodsType.Weapon)
else if (goodsConfig.GoodsType == GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
if (drWeapon == null)
{
Log.Warning(
$"ShopFormUseCase::BuildRandomGoodsItems: Missing DRWeapon, id = {drGoods.GoodsTypeId}");
continue;
}
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goodsConfig.GoodsTypeId);
int basePrice = weaponConfig.Price;
float randomPercent = 0.05f;
price = CalculateRandomizedPrice(drWeapon.Price, drWeapon.PriceRandomPercent);
price = CalculateRandomizedPrice(basePrice, randomPercent);
goodsItem.ItemType = ItemType.Weapon;
goodsItem.Rarity = drWeapon.Rarity;
goodsItem.DataRow = drWeapon;
goodsItem.Rarity = weaponConfig.Rarity;
goodsItem.DataRow = weaponConfig;
}
else
{
Log.Warning(
$"ShopFormUseCase::BuildRandomGoodsItems: Unsupported goods type = {drGoods.GoodsType}");
$"ShopFormUseCase::BuildRandomGoodsItems: Unsupported goods type = {goodsConfig.GoodsType}");
continue;
}
@@ -221,8 +205,8 @@ namespace SepCore.UI
_selections.Add(new ShopGoodsSelection
{
GoodsType = drGoods.GoodsType,
GoodsTypeId = drGoods.GoodsTypeId,
GoodsType = goodsConfig.GoodsType,
GoodsTypeId = goodsConfig.GoodsTypeId,
Price = price
});
@@ -239,20 +223,20 @@ namespace SepCore.UI
if (_allGoods == null) return;
foreach (DRGoods goods in _allGoods)
foreach (GoodsConfig goods in _allGoods)
{
if (goods == null) continue;
if (!TryGetGoodsRarity(goods, out ItemRarity rarity))
if (!TryGetGoodsRarity(goods, out Rarity rarity))
{
continue;
}
_validGoods.Add(goods);
if (!_goodsByRarity.TryGetValue(rarity, out List<DRGoods> list))
if (!_goodsByRarity.TryGetValue(rarity, out List<GoodsConfig> list))
{
list = new List<DRGoods>();
list = new List<GoodsConfig>();
_goodsByRarity.Add(rarity, list);
}
@@ -260,9 +244,9 @@ namespace SepCore.UI
}
}
private DRGoods PickGoodsByRarity(ItemRarity rarity)
private GoodsConfig PickGoodsByRarity(Rarity rarity)
{
if (_goodsByRarity.TryGetValue(rarity, out List<DRGoods> list) && list.Count > 0)
if (_goodsByRarity.TryGetValue(rarity, out List<GoodsConfig> list) && list.Count > 0)
{
return list[Random.Range(0, list.Count)];
}
@@ -275,9 +259,9 @@ namespace SepCore.UI
return null;
}
private bool TryGetGoodsRarity(DRGoods goods, out ItemRarity rarity)
private bool TryGetGoodsRarity(GoodsConfig goods, out Rarity rarity)
{
rarity = ItemRarity.None;
rarity = Rarity.None;
if (goods == null)
{
return false;
@@ -285,34 +269,27 @@ namespace SepCore.UI
if (goods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(goods.GoodsTypeId);
if (drProp == null)
{
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Missing DRProp, id = {goods.GoodsTypeId}");
return false;
}
rarity = drProp.Rarity;
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.GoodsTypeId);
rarity = propConfig.Rarity;
return true;
}
if (goods.GoodsType == GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable != null ? _weaponDataTable.GetDataRow(goods.GoodsTypeId) : null;
if (drWeapon == null)
{
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Missing DRWeapon, id = {goods.GoodsTypeId}");
return false;
}
rarity = drWeapon.Rarity;
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.GoodsTypeId);
rarity = weaponConfig.Rarity;
return true;
}
Log.Warning($"ShopFormUseCase::TryGetGoodsRarity: Unsupported goods type = {goods.GoodsType}");
Log.Error("ShopUseCase.TryGetGoodsRarity: Unsupported goods type '{0}'.", goods.GoodsType);
return false;
}
private Rarity RollRarity(int level)
{
return RarityUtility.SelectRarityForLevel(level);
}
private static int CalculateRandomizedPrice(int basePrice, float priceRandomPercent)
{
float normalizedPercent = priceRandomPercent > 1f ? priceRandomPercent / 100f : priceRandomPercent;
@@ -331,18 +308,18 @@ namespace SepCore.UI
if (goods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable != null ? _propDataTable.GetDataRow(goods.GoodsTypeId) : null;
if (drProp == null || drProp.Modifiers == null || drProp.Modifiers.Length == 0)
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.GoodsTypeId);
if (propConfig.Modifiers == null || propConfig.Modifiers.Count == 0)
{
Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Prop modifiers are empty");
return null;
}
Player.AddProp(new PropItem(drProp.Modifiers, drProp.Rarity, drProp.Title, drProp.IconAssetName));
Player.AddProp(new PropItem(propConfig));
return new DisplayItemRawData
{
IconAssetName = drProp.IconAssetName,
Rarity = drProp.Rarity,
IconAssetName = propConfig.IconAssetName,
Rarity = propConfig.Rarity,
IsWeapon = false
};
}
@@ -355,16 +332,9 @@ namespace SepCore.UI
return null;
}
DRWeapon drWeapon = _weaponDataTable.GetDataRow(goods.GoodsTypeId);
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.GoodsTypeId);
int id = GameEntry.Entity.NextId();
var weaponData = EntityDataFactory.Create(id, drWeapon, Player.Id, CampType.Player);
if (weaponData == null)
{
Log.Warning(
$"ShopFormUseCase::ApplyGoodsPurchase: Unsupported weapon type id = {goods.GoodsTypeId}");
return null;
}
var weaponData = EntityDataFactory.Create(id, weaponConfig, Player.Id, CampType.Player);
WeaponBase weapon = await Player.AddWeaponAsync(weaponData);
if (weapon == null)
@@ -376,8 +346,8 @@ namespace SepCore.UI
return new DisplayItemRawData
{
IconAssetName = drWeapon.IconAssetName,
Rarity = drWeapon.Rarity,
IconAssetName = weaponConfig.IconAssetName,
Rarity = weaponConfig.Rarity,
IsWeapon = true
};
}