vampire-like/Assets/GameMain/Scripts/Procedure/Game/GameStateShop.cs

204 lines
6.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using DataTable;
using Definition.Enum;
using Entity;
using GameFramework.DataTable;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace Procedure
{
public struct ShopFormContext
{
public GameStateShop GameStateShop;
public int CurrentLevel;
public int RefreshPrice;
public int PlayerCoin;
public List<GoodsItemViewData> GoodsItems;
}
public class GameStateShop : GameStateBase
{
public override GameStateType GameStateType => GameStateType.Shop;
private ProcedureGame _procedureGame = null;
private bool _shopOver = false;
private ShopForm _shopForm = null;
private DRGoods[] _drGoods = null;
private IDataTable<DRProp> _propDataTable = null;
private IDataTable<DRWeapon> _weaponDataTable = null;
private Player _player = null;
private ShopFormContext _shopFormContext;
public void ShopOver()
{
if (_shopOver) return;
_shopOver = true;
}
public void PurchaseGoods(int index)
{
if (_player.Coin < _shopFormContext.GoodsItems[index].Price) return;
_player.Coin -= _shopFormContext.GoodsItems[index].Price;
//TODO:OnGoodsPurchased
}
public void RefreshGoods()
{
if (_player.Coin < _shopFormContext.RefreshPrice) return;
_player.Coin -= _shopFormContext.RefreshPrice;
_shopFormContext = new ShopFormContext()
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _shopFormContext.RefreshPrice + _procedureGame.CurrentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
_shopForm.UpdateForm(_shopFormContext);
}
private List<GoodsItemViewData> InitRandomGoodsItems()
{
// 1. 随机生成商店商品数量
int count = Random.Range(4, 6);
// 2. 获取数据表中配置的商品总数
int totalCount = _drGoods.Length;
// 3. 创建要返回的商品列表
List<GoodsItemViewData> items = new List<GoodsItemViewData>(count);
// 4. 填充商品列表
for (int i = 0; i < count; i++)
{
// 4.1 获取要添加的商品Id
int index = Random.Range(0, totalCount);
// 4.2 从数据表中获取商品数据
var drGoods = _drGoods[index];
// 4.3 构建商品数据类
var goodsItem = new GoodsItemViewData();
// 4.4 填充商品数据(价格、名字、类型、图标、描述)
goodsItem.Price = Random.Range(drGoods.MinPrice, drGoods.MaxPrice);
if (drGoods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drProp.Title;
goodsItem.Type = "道具";
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreatePropDescription(drProp.Modifiers);
}
else if (drGoods.GoodsType is GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drWeapon.Title;
goodsItem.Type = "武器";
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreateWeaponDescription(drWeapon);
}
else
{
Log.Warning("Goods type not supported.");
}
// 4.5 添加到商品列表
items.Add(goodsItem);
}
return items;
}
#region FSM
public override void OnInit(ProcedureGame master)
{
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
_shopOver = false;
_drGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnEnter");
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
_shopOver = false;
_player = _procedureGame.Player;
_shopFormContext = new ShopFormContext()
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _procedureGame.CurrentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
GameEntry.UI.OpenUIForm(UIFormType.ShopForm, _shopFormContext);
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
Log.Debug("GameStateShop::OnUpdate");
if (_shopOver)
{
_shopForm.Close();
_procedureGame.ShopToBattle();
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnLeave");
_shopForm = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_procedureGame = null;
_drGoods = null;
_propDataTable = null;
_weaponDataTable = null;
Log.Debug("GameStateShop::OnDestroy");
}
#endregion
#region Event Handlers
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (!(args.UserData is ShopFormContext data)) return;
if (data.GameStateShop == this)
{
_shopForm = args.UIForm.Logic as ShopForm;
}
}
#endregion
}
}