Phase2.1 添加武器tag配置和数据表定义

This commit is contained in:
2026-09-27 18:21:26 +08:00
parent 4ac79f0101
commit e0488cc790
47 changed files with 1249 additions and 169 deletions
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@@ -1,15 +1,15 @@
---
name: code-hygiene
description: >-
Inspect and clean up code in the Seek-Battle-Evacuate (SBE) project according to AGENTS.md
Inspect and clean up code in Unity project according to AGENTS.md
null-checking rules, error handling specifications, and anti-defensive programming guidelines.
Use this skill whenever the user asks to format code per AGENTS.md, clean up redundant null checks,
remove over-defensive fallbacks, or review code hygiene.
---
# SBE Code Hygiene & Defensive Cleanup
# Code Hygiene & Defensive Cleanup
本技能用于规范 SBE 项目中的 C# 代码质量,消除过度防御(Over-Defensive Programming)、冗余判空与静默吞错,严格对齐 `AGENTS.md` 规范与敏捷“Fail Fast”(快速失败)原则。
本技能用于规范 Unity 项目中的 C# 代码质量,消除过度防御(Over-Defensive Programming)、冗余判空与静默吞错,严格对齐 `AGENTS.md` 规范与敏捷“Fail Fast”(快速失败)原则。
---
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]
},
{
"id": 701,
"tag": 7,
"requiredCount": 2,
"statModifierConfigs": [
{
"statType": 7,
"value": 1,
"modifierType": 100
}
]
},
{
"id": 702,
"tag": 7,
"requiredCount": 4,
"statModifierConfigs": [
{
"statType": 7,
"value": 3,
"modifierType": 100
}
]
},
{
"id": 703,
"tag": 7,
"requiredCount": 6,
"statModifierConfigs": [
{
"statType": 7,
"value": 7,
"modifierType": 100
}
]
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 539ec5eae528e654dbaf3e4a48e227aa
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -24,7 +24,7 @@ namespace SepCore.Entity
public DamageType DamageType => Config.DamageType;
public string Title => Config.WeaponType.ToString();
public string Title => Config.WeaponName;
public string Sprite => Config.Sprite;
@@ -18,9 +18,7 @@ public sealed partial class GoodsConfig : Luban.BeanBase
{
Id = _buf.ReadInt();
GoodsType = (GoodsType)_buf.ReadInt();
PropId = _buf.ReadInt();
PropId_Ref = null;
WeaponType = (WeaponType)_buf.ReadInt();
RefId = _buf.ReadInt();
}
public static GoodsConfig DeserializeGoodsConfig(ByteBuf _buf)
@@ -37,14 +35,9 @@ public sealed partial class GoodsConfig : Luban.BeanBase
/// </summary>
public readonly GoodsType GoodsType;
/// <summary>
/// 道具商品Id
/// 引用Id
/// </summary>
public readonly int PropId;
public PropConfig PropId_Ref;
/// <summary>
/// 武器商品类型
/// </summary>
public readonly WeaponType WeaponType;
public readonly int RefId;
public const int __ID__ = 1358452248;
public override int GetTypeId() => __ID__;
@@ -53,7 +46,6 @@ public sealed partial class GoodsConfig : Luban.BeanBase
{
PropId_Ref = tables.TbPropConfig.GetOrDefault(PropId);
}
@@ -62,8 +54,7 @@ public sealed partial class GoodsConfig : Luban.BeanBase
return "{ "
+ "id:" + Id + ","
+ "goodsType:" + GoodsType + ","
+ "propId:" + PropId + ","
+ "weaponType:" + WeaponType + ","
+ "refId:" + RefId + ","
+ "}";
}
}
@@ -18,7 +18,6 @@ public sealed partial class LevelDropConfig : Luban.BeanBase
{
Id = _buf.ReadInt();
WhiteWeight = _buf.ReadFloat();
GreenWeight = _buf.ReadFloat();
BlueWeight = _buf.ReadFloat();
PurpleWeight = _buf.ReadFloat();
RedWeight = _buf.ReadFloat();
@@ -38,10 +37,6 @@ public sealed partial class LevelDropConfig : Luban.BeanBase
/// </summary>
public readonly float WhiteWeight;
/// <summary>
/// 绿色掉落率
/// </summary>
public readonly float GreenWeight;
/// <summary>
/// 蓝色掉落率
/// </summary>
public readonly float BlueWeight;
@@ -64,7 +59,6 @@ public sealed partial class LevelDropConfig : Luban.BeanBase
}
public override string ToString()
@@ -72,7 +66,6 @@ public sealed partial class LevelDropConfig : Luban.BeanBase
return "{ "
+ "Id:" + Id + ","
+ "WhiteWeight:" + WhiteWeight + ","
+ "GreenWeight:" + GreenWeight + ","
+ "BlueWeight:" + BlueWeight + ","
+ "PurpleWeight:" + PurpleWeight + ","
+ "RedWeight:" + RedWeight + ","
+3 -7
View File
@@ -25,21 +25,17 @@ namespace SepCore.Definition
/// </summary>
White = 1,
/// <summary>
/// 绿
/// </summary>
Green = 2,
/// <summary>
/// 蓝
/// </summary>
Blue = 3,
Blue = 2,
/// <summary>
/// 紫
/// </summary>
Purple = 4,
Purple = 3,
/// <summary>
/// 红
/// </summary>
Red = 5,
Red = 4,
}
}
@@ -65,6 +65,7 @@ public partial class Tables
/// 角色属性配置
/// </summary>
public TbStatConfig TbStatConfig {get; }
public TbWeaponTagConfig TbWeaponTagConfig {get; }
public Tables(System.Func<string, ByteBuf> loader)
{
@@ -87,6 +88,7 @@ public partial class Tables
TbUISoundConfig = new TbUISoundConfig(loader("tbuisoundconfig"));
TbWeaponConfig = new TbWeaponConfig(loader("tbweaponconfig"));
TbStatConfig = new TbStatConfig(loader("tbstatconfig"));
TbWeaponTagConfig = new TbWeaponTagConfig(loader("tbweapontagconfig"));
ResolveRef();
}
@@ -111,6 +113,7 @@ public partial class Tables
TbUISoundConfig.ResolveRef(this);
TbWeaponConfig.ResolveRef(this);
TbStatConfig.ResolveRef(this);
TbWeaponTagConfig.ResolveRef(this);
}
}
@@ -17,12 +17,12 @@ namespace SepCore.Definition
/// </summary>
public partial class TbWeaponConfig
{
private readonly System.Collections.Generic.Dictionary<WeaponType, WeaponConfig> _dataMap;
private readonly System.Collections.Generic.Dictionary<int, WeaponConfig> _dataMap;
private readonly System.Collections.Generic.List<WeaponConfig> _dataList;
public TbWeaponConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<WeaponType, WeaponConfig>();
_dataMap = new System.Collections.Generic.Dictionary<int, WeaponConfig>();
_dataList = new System.Collections.Generic.List<WeaponConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
@@ -30,16 +30,16 @@ public partial class TbWeaponConfig
WeaponConfig _v;
_v = WeaponConfig.DeserializeWeaponConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.WeaponType, _v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<WeaponType, WeaponConfig> DataMap => _dataMap;
public System.Collections.Generic.Dictionary<int, WeaponConfig> DataMap => _dataMap;
public System.Collections.Generic.List<WeaponConfig> DataList => _dataList;
public WeaponConfig GetOrDefault(WeaponType key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public WeaponConfig Get(WeaponType key) => _dataMap[key];
public WeaponConfig this[WeaponType key] => _dataMap[key];
public WeaponConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public WeaponConfig Get(int key) => _dataMap[key];
public WeaponConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
@@ -0,0 +1,52 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace SepCore.Definition
{
public partial class TbWeaponTagConfig
{
private readonly System.Collections.Generic.Dictionary<int, WeaponTagConfig> _dataMap;
private readonly System.Collections.Generic.List<WeaponTagConfig> _dataList;
public TbWeaponTagConfig(ByteBuf _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, WeaponTagConfig>();
_dataList = new System.Collections.Generic.List<WeaponTagConfig>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
WeaponTagConfig _v;
_v = WeaponTagConfig.DeserializeWeaponTagConfig(_buf);
_dataList.Add(_v);
_dataMap.Add(_v.Id, _v);
}
}
public System.Collections.Generic.Dictionary<int, WeaponTagConfig> DataMap => _dataMap;
public System.Collections.Generic.List<WeaponTagConfig> DataList => _dataList;
public WeaponTagConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public WeaponTagConfig Get(int key) => _dataMap[key];
public WeaponTagConfig this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2628c2be656a6c348a98ca6e01db6dde
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -16,8 +16,13 @@ public sealed partial class WeaponConfig : Luban.BeanBase
{
public WeaponConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
WeaponType = (WeaponType)_buf.ReadInt();
WeaponName = _buf.ReadString();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);Tags = new System.Collections.Generic.List<WeaponTag>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { WeaponTag _e0; _e0 = (WeaponTag)_buf.ReadInt(); Tags.Add(_e0);}}
LogicType = _buf.ReadString();
ScalingStat = (StatType)_buf.ReadInt();
ScalingRatio = _buf.ReadFloat();
Rarity = (Rarity)_buf.ReadInt();
Price = _buf.ReadInt();
Attack = _buf.ReadInt();
@@ -38,15 +43,35 @@ public sealed partial class WeaponConfig : Luban.BeanBase
return new WeaponConfig(_buf);
}
/// <summary>
/// 武器编号
/// </summary>
public readonly int Id;
/// <summary>
/// 武器类型
/// </summary>
public readonly WeaponType WeaponType;
/// <summary>
/// 武器名
/// </summary>
public readonly string WeaponName;
/// <summary>
/// 武器标签列表
/// </summary>
public readonly System.Collections.Generic.List<WeaponTag> Tags;
/// <summary>
/// 逻辑类型
/// </summary>
public readonly string LogicType;
/// <summary>
/// 加成主属性
/// </summary>
public readonly StatType ScalingStat;
/// <summary>
/// 主属性加成系数
/// </summary>
public readonly float ScalingRatio;
/// <summary>
/// 道具品质
/// </summary>
public readonly Rarity Rarity;
@@ -105,6 +130,11 @@ public sealed partial class WeaponConfig : Luban.BeanBase
foreach (var _e in StatModifierConfigs) { _e?.ResolveRef(tables); }
Prefab_Ref = tables.TbEntityConfig.GetOrDefault(Prefab);
Sprite_Ref = tables.TbSpriteConfig.GetOrDefault(Sprite);
@@ -113,8 +143,13 @@ public sealed partial class WeaponConfig : Luban.BeanBase
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "weaponType:" + WeaponType + ","
+ "weaponName:" + WeaponName + ","
+ "tags:" + Luban.StringUtil.CollectionToString(Tags) + ","
+ "logicType:" + LogicType + ","
+ "scalingStat:" + ScalingStat + ","
+ "scalingRatio:" + ScalingRatio + ","
+ "rarity:" + Rarity + ","
+ "price:" + Price + ","
+ "attack:" + Attack + ","
@@ -0,0 +1,66 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 武器tag
/// </summary>
public enum WeaponTag : byte
{
/// <summary>
/// 无
/// </summary>
None = 0,
/// <summary>
/// 刀剑
/// </summary>
Blade = 1,
/// <summary>
/// 精准
/// </summary>
Precise = 2,
/// <summary>
/// 枪械
/// </summary>
Gun = 3,
/// <summary>
/// 工程
/// </summary>
Engineering = 4,
/// <summary>
/// 钝器
/// </summary>
Blunt = 5,
/// <summary>
/// 原始
/// </summary>
Primitive = 6,
/// <summary>
/// 元素
/// </summary>
Elemental = 7,
/// <summary>
/// 徒手
/// </summary>
Unarmed = 8,
/// <summary>
/// 医疗
/// </summary>
Medical = 9,
/// <summary>
/// 重型
/// </summary>
Heavy = 10,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 67a3eb7a61baa114c936b306b55c6b7a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,66 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace SepCore.Definition
{
public sealed partial class WeaponTagConfig : Luban.BeanBase
{
public WeaponTagConfig(ByteBuf _buf)
{
Id = _buf.ReadInt();
Tag = (WeaponTag)_buf.ReadInt();
RequiredCount = _buf.ReadInt();
{int n0 = System.Math.Min(_buf.ReadSize(), _buf.Size);StatModifierConfigs = new System.Collections.Generic.List<StatModifierConfig>(n0);for(var i0 = 0 ; i0 < n0 ; i0++) { StatModifierConfig _e0; _e0 = StatModifierConfig.DeserializeStatModifierConfig(_buf); StatModifierConfigs.Add(_e0);}}
}
public static WeaponTagConfig DeserializeWeaponTagConfig(ByteBuf _buf)
{
return new WeaponTagConfig(_buf);
}
/// <summary>
/// 效果编号
/// </summary>
public readonly int Id;
/// <summary>
/// 标签
/// </summary>
public readonly WeaponTag Tag;
/// <summary>
/// 触发所需条件数
/// </summary>
public readonly int RequiredCount;
public readonly System.Collections.Generic.List<StatModifierConfig> StatModifierConfigs;
public const int __ID__ = -1372305248;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
foreach (var _e in StatModifierConfigs) { _e?.ResolveRef(tables); }
}
public override string ToString()
{
return "{ "
+ "id:" + Id + ","
+ "tag:" + Tag + ","
+ "requiredCount:" + RequiredCount + ","
+ "statModifierConfigs:" + Luban.StringUtil.CollectionToString(StatModifierConfigs) + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: be6aa68432437fb49ac08b59f65b8c6b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -26,7 +26,6 @@ namespace SepCore.UI
_board.color = rarity switch
{
Rarity.White => Color.white,
Rarity.Green => Color.green,
Rarity.Blue => Color.blue,
Rarity.Purple => Color.magenta,
Rarity.Red => Color.red,
@@ -13,11 +13,11 @@ namespace SepCore.UI
[SerializeField] private float _fixedTopHeight = 150f;
[SerializeField] private float _fixedBottomHeight = 150f;
[SerializeField] private float _fixedBottomHeight = 250;
[SerializeField] private float _fixedWidth = 300f;
[SerializeField] private float _fixedWidth = 600f;
[SerializeField] private float _screenEdgePadding = 0f;
[SerializeField] private float _screenEdgePadding = 64f;
private ItemTooltipContext _context;
@@ -39,7 +39,7 @@ namespace SepCore.UI
DamageType damageType;
if (rawData.DataRow is WeaponConfig weaponConfig)
{
Name = weaponConfig.WeaponType.ToString();
Name = weaponConfig.WeaponName;
Description = ItemDescUtility.CreateWeaponDescription(weaponConfig);
damageType = weaponConfig.DamageType;
}
@@ -84,11 +84,13 @@ namespace SepCore.UI
{
if (uiComponent.IsLoadingUIForm(assetName))
{
Log.Warning("UIComponentExtension.OpenUIForm() skipped '{0}' because it is already loading.", assetName);
return null;
}
if (uiComponent.HasUIForm(assetName))
{
Log.Warning("UIComponentExtension.OpenUIForm() skipped '{0}' because it is already open.", assetName);
return null;
}
}
@@ -36,7 +36,8 @@ namespace SepCore.CustomComponent
"tbuiformconfig",
"tbuisoundconfig",
"tbweaponconfig",
"tbstatconfig"
"tbstatconfig",
"tbweapontagconfig"
};
private sealed class TableAccessor
@@ -131,7 +132,7 @@ namespace SepCore.CustomComponent
},
{
typeof(WeaponConfig),
Accessor(tables => id => tables.TbWeaponConfig.GetOrDefault((WeaponType)id),
Accessor(tables => id => tables.TbWeaponConfig.GetOrDefault(id),
tables => tables.TbWeaponConfig.DataList)
},
{
@@ -139,6 +140,11 @@ namespace SepCore.CustomComponent
Accessor(tables => id => tables.TbStatConfig.GetOrDefault((StatType)id),
tables => tables.TbStatConfig.DataList)
},
{
typeof(WeaponTagConfig),
Accessor(tables => id => tables.TbWeaponTagConfig.GetOrDefault(id),
tables => tables.TbWeaponTagConfig.DataList)
},
};
private static TableAccessor Accessor<TValue>(Func<Tables, Func<int, object>> rowGetterFactory,
@@ -5,8 +5,7 @@ namespace SepCore.UI
public class ShopGoodsSelection
{
public GoodsType GoodsType;
public int PropId;
public WeaponType WeaponType;
public int RefId;
public int Price;
}
}
@@ -167,7 +167,7 @@ namespace SepCore.UI
if (goodsConfig.GoodsType == GoodsType.Prop)
{
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.PropId);
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goodsConfig.RefId);
int basePrice = propConfig.Price;
price = CalculateRandomizedPrice(basePrice, priceRandomPercent);
@@ -177,7 +177,7 @@ namespace SepCore.UI
}
else if (goodsConfig.GoodsType == GoodsType.Weapon)
{
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goodsConfig.WeaponType);
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goodsConfig.RefId);
int basePrice = weaponConfig.Price;
price = CalculateRandomizedPrice(basePrice, priceRandomPercent);
@@ -197,8 +197,7 @@ namespace SepCore.UI
_selections.Add(new ShopGoodsSelection
{
GoodsType = goodsConfig.GoodsType,
PropId = goodsConfig.PropId,
WeaponType = goodsConfig.WeaponType,
RefId = goodsConfig.RefId,
Price = price
});
@@ -253,14 +252,14 @@ namespace SepCore.UI
if (goods.GoodsType == GoodsType.Prop)
{
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.PropId);
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.RefId);
rarity = propConfig.Rarity;
return true;
}
if (goods.GoodsType == GoodsType.Weapon)
{
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goods.WeaponType);
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.RefId);
rarity = weaponConfig.Rarity;
return true;
}
@@ -285,7 +284,7 @@ namespace SepCore.UI
{
if (goods.GoodsType == GoodsType.Prop)
{
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.PropId);
PropConfig propConfig = GameEntry.Luban.Get<PropConfig>(goods.RefId);
_player.AddProp(new PropItem(propConfig));
return new DisplayItemRawData
{
@@ -303,7 +302,7 @@ namespace SepCore.UI
return null;
}
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>((int)goods.WeaponType);
WeaponConfig weaponConfig = GameEntry.Luban.Get<WeaponConfig>(goods.RefId);
int id = GameEntry.Entity.NextId();
var weaponData = EntityDataFactory.Create(id, weaponConfig, _player.Id, CampType.Player);
@@ -311,7 +310,7 @@ namespace SepCore.UI
if (weapon == null)
{
Log.Warning(
$"ShopFormUseCase::ApplyGoodsPurchase: Show weapon failed, weapon type id = {goods.WeaponType}");
$"ShopFormUseCase::ApplyGoodsPurchase: Show weapon failed, weapon type id = {goods.RefId}");
return null;
}
@@ -17,9 +17,15 @@ namespace SepCore.CustomUtility
return new EnemyData(entityId, GetEnemyConfig(enemyType), level);
}
public static WeaponData Create(int entityId, WeaponType weaponType, int ownerId, CampType ownerCamp)
public static WeaponData Create(int entityId, WeaponType weaponType, int ownerId, CampType ownerCamp, Rarity rarity = Rarity.White)
{
var config = GameEntry.Luban.Get<WeaponConfig>((int)weaponType);
var config = WeaponUtility.GetWeaponConfig(weaponType, rarity);
return new WeaponData(entityId, config, ownerId, ownerCamp);
}
public static WeaponData Create(int entityId, int weaponId, int ownerId, CampType ownerCamp)
{
var config = WeaponUtility.GetWeaponConfig(weaponId);
return new WeaponData(entityId, config, ownerId, ownerCamp);
}
@@ -15,7 +15,7 @@ namespace SepCore.CustomUtility
public static Rarity SelectRarity(LevelDropConfig dropConfig)
{
float total = dropConfig.WhiteWeight + dropConfig.GreenWeight + dropConfig.BlueWeight + dropConfig.PurpleWeight + dropConfig.RedWeight;
float total = dropConfig.WhiteWeight + dropConfig.BlueWeight + dropConfig.PurpleWeight + dropConfig.RedWeight;
if (total <= 0f)
{
Log.Error("LevelDropConfig '{0}' has invalid total weight '{1}'.", dropConfig.Id, total);
@@ -25,8 +25,6 @@ namespace SepCore.CustomUtility
float roll = Random.Range(0f, total);
if (roll < dropConfig.WhiteWeight) return Rarity.White;
roll -= dropConfig.WhiteWeight;
if (roll < dropConfig.GreenWeight) return Rarity.Green;
roll -= dropConfig.GreenWeight;
if (roll < dropConfig.BlueWeight) return Rarity.Blue;
roll -= dropConfig.BlueWeight;
if (roll < dropConfig.PurpleWeight) return Rarity.Purple;
@@ -0,0 +1,83 @@
using SepCore.Definition;
namespace SepCore.CustomUtility
{
public static class WeaponUtility
{
public const int IdMultiplier = 1000;
/// <summary>
/// 根据武器种类与品质换算武器配置编号。
/// </summary>
public static int GetWeaponId(WeaponType weaponType, Rarity rarity = Rarity.White)
{
return (int)weaponType * IdMultiplier + (int)rarity;
}
/// <summary>
/// 根据武器编号反推武器种类。
/// </summary>
public static WeaponType GetWeaponType(int weaponId)
{
return (WeaponType)(weaponId / IdMultiplier);
}
/// <summary>
/// 根据武器编号反推武器品质。
/// </summary>
public static Rarity GetRarity(int weaponId)
{
return (Rarity)(weaponId % IdMultiplier);
}
/// <summary>
/// 获取指定种类与品质的武器配置。
/// </summary>
public static WeaponConfig GetWeaponConfig(WeaponType weaponType, Rarity rarity = Rarity.White)
{
return GameEntry.Luban.Get<WeaponConfig>(GetWeaponId(weaponType, rarity));
}
/// <summary>
/// 获取指定武器编号的武器配置。
/// </summary>
public static WeaponConfig GetWeaponConfig(int weaponId)
{
return GameEntry.Luban.Get<WeaponConfig>(weaponId);
}
/// <summary>
/// 获取同种武器的下一阶品质配置(用于武器合成升阶)。
/// 若已达到最高品质(Red)则返回 false。
/// </summary>
public static bool TryGetNextTierConfig(WeaponConfig current, out WeaponConfig nextTierConfig)
{
if (current.Rarity >= Rarity.Red)
{
nextTierConfig = null;
return false;
}
int nextId = (int)current.WeaponType * IdMultiplier + ((int)current.Rarity + 1);
nextTierConfig = GameEntry.Luban.Get<WeaponConfig>(nextId);
return nextTierConfig != null;
}
/// <summary>
/// 计算同种武器的下一阶品质武器编号。
/// 若已达到最高品质(Red)则返回 false。
/// </summary>
public static bool TryGetNextTierWeaponId(int currentWeaponId, out int nextWeaponId)
{
Rarity rarity = GetRarity(currentWeaponId);
if (rarity >= Rarity.Red)
{
nextWeaponId = 0;
return false;
}
nextWeaponId = currentWeaponId + 1;
return true;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fff1b5f2bd835a748b998750d7d03154
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -9,9 +9,9 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 6368625289863409235}
- component: {fileID: 4303509830935515119}
- component: {fileID: 2236042990348165862}
- component: {fileID: 139036983684137330}
- component: {fileID: 3908421189656031064}
m_Layer: 5
m_Name: ItemTooltipForm
m_TagString: Untagged
@@ -39,24 +39,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &4303509830935515119
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 395929355422612576}
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