62 lines
1.6 KiB
C#
62 lines
1.6 KiB
C#
using Definition.Enum;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UI;
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using UnityGameFramework.Runtime;
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namespace Procedure
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{
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public class GameStateShop : GameStateBase
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{
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public override GameStateType GameStateType => GameStateType.Shop;
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private ProcedureGame _procedureGame;
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public bool ShopFinish { get; set; }
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#region FSM
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public override void OnInit(ProcedureGame master)
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{
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Log.Debug("GameStateShop::OnInit");
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_procedureGame = master;
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var shopFormUseCase = new ShopFormUseCase(_procedureGame, this);
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GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
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}
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public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
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{
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Log.Debug("GameStateShop::OnEnter");
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ShopFinish = false;
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GameEntry.UIRouter.OpenUI(UIFormType.ShopForm);
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}
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public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
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float realElapseSeconds)
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{
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if (ShopFinish)
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{
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_procedureGame.ShopToBattle();
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}
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}
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public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
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{
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Log.Debug("GameStateShop::OnLeave");
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GameEntry.UIRouter.CloseUI(UIFormType.ShopForm);
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}
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public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
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{
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_procedureGame = null;
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Log.Debug("GameStateShop::OnDestroy");
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}
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#endregion
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}
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} |