Files
vampire-like/Assets/GameMain/Scripts/Presentation/Utility/ItemDescUtility.cs
T

158 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using SepCore.Definition;
using SepCore.Entity;
using UnityGameFramework.Runtime;
namespace SepCore.CustomUtility
{
public static class ItemDescUtility
{
private static readonly Dictionary<ParamType, string> _paramTypeNames = new()
{
{ ParamType.HitRadius, "攻击半宽" },
{ ParamType.SectorAngle, "攻击角度" },
{ ParamType.HitHalfWidth, "横向半宽" },
{ ParamType.PierceLength, "前戳距离" },
{ ParamType.HitHeight, "判定高度" },
};
private static readonly string[] _statTypeNames =
{
"无效",
"最大生命",
"移动速度",
"伤害",
"防御",
"冷却",
"暴击率",
"暴击伤害",
"闪避",
"金币/经验吸收范围"
};
public static string Describe(modifier modifier)
{
if (modifier == null)
{
return string.Empty;
}
string name = _statTypeNames[(int)modifier.Key];
string colorTag = modifier.Value > 0 ? "green" : "red";
string suffix = modifier.IsPercent ? "%" : string.Empty;
float displayValue;
if (modifier.IsPercent)
{
displayValue = modifier.Value / 10f;
}
else if (modifier.Key == StatType.MovementSpeed)
{
displayValue = modifier.Value / 1000f;
}
else
{
displayValue = modifier.Value;
}
return $"{name}: <color={colorTag}>+{displayValue:0.##}{suffix}</color>";
}
public static string CreatePropDescription(IEnumerable<modifier> modifiers)
{
if (modifiers == null)
{
return null;
}
StringBuilder sb = new StringBuilder();
foreach (modifier modifier in modifiers)
{
sb.Append(Describe(modifier));
sb.Append('\n');
}
return sb.ToString();
}
public static string CreateWeaponDescription(WeaponConfig weaponConfig)
{
if (weaponConfig == null)
{
return null;
}
return CreateWeaponDescription(weaponConfig.Attack, weaponConfig.Cooldown / 1000f,
weaponConfig.AttackRange / 1000f, weaponConfig.Modifiers, weaponConfig.Parameters);
}
public static string CreateWeaponDescription(WeaponBase weapon)
{
if (weapon == null || weapon.WeaponData == null)
{
return null;
}
return CreateWeaponDescription(weapon.WeaponData);
}
public static string CreateWeaponDescription(WeaponData weaponData)
{
if (weaponData == null)
{
return null;
}
return CreateWeaponDescription(weaponData.Attack, weaponData.Cooldown,
weaponData.AttackRange, weaponData.Modifiers, weaponData.Parameters);
}
public static string CreatePropDescription(PropItem prop)
{
if (prop == null)
{
return null;
}
return CreatePropDescription(prop.Modifiers);
}
private static string CreateWeaponDescription(int attack, float cooldown, float attackRange,
IEnumerable<modifier> modifiers, IReadOnlyDictionary<ParamType, int> parameters)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine($"攻击: {attack}");
sb.AppendLine($"冷却: {cooldown}");
sb.AppendLine($"范围: {attackRange}");
string modifiersDesc = CreatePropDescription(modifiers);
if (!string.IsNullOrEmpty(modifiersDesc))
{
sb.Append(modifiersDesc);
}
if (parameters == null || parameters.Count == 0)
{
return sb.ToString();
}
foreach (var kvp in parameters)
{
if (!_paramTypeNames.TryGetValue(kvp.Key, out string paramName))
{
paramName = kvp.Key.ToString();
}
string valStr = kvp.Key == ParamType.SectorAngle
? kvp.Value.ToString()
: (kvp.Value / 1000f).ToString("0.##");
sb.AppendLine($"{paramName}: {valStr}");
}
return sb.ToString();
}
}
}