装备系统做了很多

This commit is contained in:
FloatGaming
2026-03-27 08:02:55 +08:00
parent dd205b6cb4
commit 538085b64f
119 changed files with 27552 additions and 1672 deletions
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smeltEquipmentCapacity: 60
smeltStorageCapacity: 3000
rewardRequirements:
- equipmentType: 0
qualityType: 0
skillRequirement: 0
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equipRewardName: "40 \u968F\u673A\u8BB0\u5FC6"
requiredAmount: 40
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equipRewardName: "60 \u81EA\u9009\u8BB0\u5FC6"
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equipRewardName: "200 \u81EA\u9009\u9AD8\u5929\u8D4B\u8BB0\u5FC6"
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equipRewardName: "500 \u81EA\u9009\u73CD\u85CF\u8BB0\u5FC6"
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equipRewardName: "1000 \u81EA\u9009\u81F3\u81FB\u8BB0\u5FC6"
requiredAmount: 1000
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equipRewardName: "1500 \u81EA\u9009\u523B\u9AA8\u94ED\u5FC3\u8BB0\u5FC6"
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Bansonic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class equipSmelt : MonoBehaviour
{
private static readonly List<equipmentSO> SmeltPoolEquipments = new List<equipmentSO>();
private static readonly HashSet<equipmentSO> SmeltPoolLookup = new HashSet<equipmentSO>();
private static readonly HashSet<equipmentSO> ConsumedSmeltEquipments = new HashSet<equipmentSO>();
private static readonly List<equipSmelt> Instances = new List<equipSmelt>();
private static bool isSmeltingState;
private static bool smeltCompletedState;
private static int gamesRequiredForCurrentBatchState;
private static int gamesCompletedForCurrentBatchState;
private static int pendingDirectFragmentsState;
private static int pendingStoredFragmentsState;
private static int storedSmeltEnergyState;
[Header("so")]
public smeltStageRewardSO ssrso;
[Header("sprites")]
public Sprite memoryFragment;
public Sprite coins;
[Header("selection and progress")]
public GameObject smeltPool;
public GameObject smeltProgress;
[Header("drag")]
public GameObject dragObj;
[Header("smeltPool")]
public GameObject smeltPoolItemPrefab;
public Transform smeltPoolContent;
[Header("smeltTimeProgress")]
public Slider stpSlider;
public Text smeltStatusText;
public Button quickFinishButton;
public Text qf_cost_text;
[Header("smelt Rewards")]
public Text rewardGenProgress;
public Image rewardProgressImage;
public Dropdown selectAReward;
public Button getReward;
[Header("smelt notice")]
public Image d_mf_img;
public Text d_mf_Amount;
public Image s_mf_img;
public Text s_mf_Amount;
public Text smeltNoticeText;
[Header("cost and start")]
public Text costText;
public Text reasonWhy;
public Button startSmeltButton;
[Header("choose type and skill")]
public GameObject ctasPrefab;
public Transform ctasParent;
private readonly List<GameObject> spawnedPoolItems = new List<GameObject>();
private void Awake()
{
RegisterInstance();
BindButtons();
RefreshAllUi();
}
private void OnEnable()
{
RegisterInstance();
BindButtons();
settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
settlementController.OnSettlementCompleted += HandleSettlementCompleted;
RefreshAllUi();
}
private void OnDisable()
{
settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
Instances.Remove(this);
}
private void OnDestroy()
{
settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
Instances.Remove(this);
}
public static bool IsEquipmentAssignedToSmeltPool(equipmentSO equipment)
{
return equipment != null && SmeltPoolLookup.Contains(equipment);
}
public static bool IsEquipmentConsumedBySmelt(equipmentSO equipment)
{
return equipment != null && ConsumedSmeltEquipments.Contains(equipment);
}
public static bool RemoveEquipmentFromSmeltPool(equipmentSO equipment)
{
if (equipment == null)
{
return false;
}
if (!SmeltPoolLookup.Remove(equipment))
{
return false;
}
SmeltPoolEquipments.Remove(equipment);
RefreshAllSmeltPools();
RefreshAllEquipBags();
return true;
}
public static bool TryHandleQuickTransfer(equipmentSO equipment)
{
if (equipment == null || IsEquipmentConsumedBySmelt(equipment))
{
return false;
}
equipSmelt activeSmelt = GetActivePoolInstance();
if (activeSmelt == null)
{
return false;
}
if (IsEquipmentAssignedToSmeltPool(equipment))
{
return RemoveEquipmentFromSmeltPool(equipment);
}
activeSmelt.AcceptDraggedEquipment(equipment);
return IsEquipmentAssignedToSmeltPool(equipment);
}
public void SetDragPreviewVisible(bool visible)
{
if (dragObj == null)
{
return;
}
if (!IsPoolOpenForTransfers())
{
dragObj.SetActive(false);
return;
}
bool shouldShow = visible || SmeltPoolEquipments.Count == 0;
dragObj.SetActive(shouldShow);
}
public bool IsPointerOverDropArea(Vector2 screenPoint, Camera eventCamera)
{
if (dragObj == null || !dragObj.activeInHierarchy || !IsPoolOpenForTransfers())
{
return false;
}
RectTransform[] rects = dragObj.GetComponentsInChildren<RectTransform>(true);
if (rects == null || rects.Length == 0)
{
return false;
}
for (int i = 0; i < rects.Length; i++)
{
RectTransform rect = rects[i];
if (rect == null || !rect.gameObject.activeInHierarchy)
{
continue;
}
if (RectTransformUtility.RectangleContainsScreenPoint(rect, screenPoint, eventCamera))
{
return true;
}
}
return false;
}
public void AcceptDraggedEquipment(equipmentSO equipment)
{
if (equipment == null || IsEquipmentConsumedBySmelt(equipment) || !IsPoolOpenForTransfers())
{
return;
}
int capacity = GetSmeltEquipmentCapacity();
if (capacity <= 0 || SmeltPoolEquipments.Count >= capacity)
{
return;
}
if (SmeltPoolLookup.Add(equipment))
{
SmeltPoolEquipments.Add(equipment);
RefreshAllUi();
RefreshAllEquipBags();
}
}
private void BindButtons()
{
if (startSmeltButton != null)
{
startSmeltButton.onClick.RemoveListener(HandleStartSmeltClicked);
startSmeltButton.onClick.AddListener(HandleStartSmeltClicked);
}
if (quickFinishButton != null)
{
quickFinishButton.onClick.RemoveListener(HandleQuickFinishClicked);
quickFinishButton.onClick.AddListener(HandleQuickFinishClicked);
}
if (getReward != null)
{
getReward.onClick.RemoveListener(HandleGetRewardClicked);
getReward.onClick.AddListener(HandleGetRewardClicked);
}
if (selectAReward != null)
{
selectAReward.onValueChanged.RemoveListener(HandleRewardSelectionChanged);
selectAReward.onValueChanged.AddListener(HandleRewardSelectionChanged);
}
}
private void HandleStartSmeltClicked()
{
if (smeltCompletedState)
{
ClaimCurrentBatchRewards();
return;
}
if (isSmeltingState || SmeltPoolEquipments.Count <= 0)
{
return;
}
isSmeltingState = true;
smeltCompletedState = false;
gamesCompletedForCurrentBatchState = 0;
gamesRequiredForCurrentBatchState = Mathf.Max(1, Mathf.CeilToInt(SmeltPoolEquipments.Count / 20f));
int totalFragments = CalculateTotalFragmentsForCurrentPool();
pendingDirectFragmentsState = Mathf.FloorToInt(totalFragments * 0.7f);
pendingStoredFragmentsState = Mathf.Max(0, totalFragments - pendingDirectFragmentsState);
ConsumeCurrentPoolEquipments();
RefreshAllUi();
RefreshAllEquipBags();
}
private void HandleQuickFinishClicked()
{
if (!isSmeltingState || smeltCompletedState)
{
return;
}
int cost = GetQuickFinishCost();
if (!PlayerEconomyLedger.EnsureInstance().TrySpendCoins(cost))
{
return;
}
gamesCompletedForCurrentBatchState = gamesRequiredForCurrentBatchState;
smeltCompletedState = true;
RefreshAllUi();
}
private void HandleSettlementCompleted()
{
if (!isSmeltingState || smeltCompletedState)
{
return;
}
gamesCompletedForCurrentBatchState = Mathf.Min(gamesRequiredForCurrentBatchState, gamesCompletedForCurrentBatchState + 1);
if (gamesCompletedForCurrentBatchState >= gamesRequiredForCurrentBatchState)
{
smeltCompletedState = true;
}
RefreshAllUi();
}
private void ClaimCurrentBatchRewards()
{
if (!smeltCompletedState)
{
return;
}
if (pendingDirectFragmentsState > 0)
{
PlayerEconomyLedger.EnsureInstance().AddMaterial(pendingDirectFragmentsState);
}
storedSmeltEnergyState = Mathf.Clamp(storedSmeltEnergyState + pendingStoredFragmentsState, 0, GetSmeltStorageCapacity());
pendingDirectFragmentsState = 0;
pendingStoredFragmentsState = 0;
gamesRequiredForCurrentBatchState = 0;
gamesCompletedForCurrentBatchState = 0;
isSmeltingState = false;
smeltCompletedState = false;
if (d_mf_Amount != null)
{
d_mf_Amount.text = "0";
}
if (s_mf_Amount != null)
{
s_mf_Amount.text = "0";
}
RefreshAllUi();
RefreshAllEquipBags();
}
private void HandleGetRewardClicked()
{
smeltStageRewardSO.SmeltStageRewardRequirement requirement = GetSelectedRewardRequirement();
if (requirement == null)
{
return;
}
int requiredAmount = Mathf.Max(0, requirement.requiredAmount);
if (requiredAmount > storedSmeltEnergyState)
{
return;
}
equipmentSO generated = equipmentGenerator.GenerateFromSmeltReward(ssrso, requirement);
if (generated == null)
{
return;
}
storedSmeltEnergyState = Mathf.Max(0, storedSmeltEnergyState - requiredAmount);
RefreshAllUi();
RefreshAllEquipBags();
}
private void HandleRewardSelectionChanged(int _)
{
RefreshButtons();
}
private void ConsumeCurrentPoolEquipments()
{
if (SmeltPoolEquipments.Count == 0)
{
return;
}
for (int i = 0; i < SmeltPoolEquipments.Count; i++)
{
equipmentSO equipment = SmeltPoolEquipments[i];
if (equipment == null)
{
continue;
}
ConsumedSmeltEquipments.Add(equipment);
#if UNITY_EDITOR
string assetPath = AssetDatabase.GetAssetPath(equipment);
if (!string.IsNullOrWhiteSpace(assetPath) && assetPath.StartsWith("Assets/Resources/so/uEquip/", StringComparison.OrdinalIgnoreCase))
{
AssetDatabase.DeleteAsset(assetPath);
}
#endif
}
SmeltPoolEquipments.Clear();
SmeltPoolLookup.Clear();
#if UNITY_EDITOR
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
#endif
}
private void RefreshAllUi()
{
ApplySmeltViewState();
RebuildSmeltPool();
RefreshRewardPreview();
RefreshStoredEnergyDisplay();
RefreshRewardDropdown();
RefreshProgressDisplay();
RefreshButtons();
RefreshReasonWhy();
}
private void ApplySmeltViewState()
{
if (smeltPool != null)
{
smeltPool.SetActive(!isSmeltingState);
}
if (smeltProgress != null)
{
smeltProgress.SetActive(isSmeltingState);
}
SetDragPreviewVisible(false);
}
private bool IsPoolOpenForTransfers()
{
return gameObject.activeInHierarchy && smeltPool != null && smeltPool.activeInHierarchy && !isSmeltingState;
}
private void RebuildSmeltPool()
{
ClearSmeltPoolItems();
if (smeltPoolItemPrefab == null || smeltPoolContent == null)
{
SetDragPreviewVisible(false);
return;
}
for (int i = 0; i < SmeltPoolEquipments.Count; i++)
{
equipmentSO equipment = SmeltPoolEquipments[i];
if (equipment == null)
{
continue;
}
GameObject instance = Instantiate(smeltPoolItemPrefab, smeltPoolContent);
instance.name = string.IsNullOrWhiteSpace(equipment.GetCurrentTierDisplayName()) ? equipment.name : equipment.GetCurrentTierDisplayName();
instance.SetActive(true);
spawnedPoolItems.Add(instance);
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(equipment);
}
}
int placeholderToSpawn = Mathf.Max(0, GetSmeltEquipmentCapacity() - SmeltPoolEquipments.Count);
for (int i = 0; i < placeholderToSpawn; i++)
{
GameObject instance = Instantiate(smeltPoolItemPrefab, smeltPoolContent);
instance.name = $"SmeltPlaceholder_{i:00}";
instance.SetActive(true);
spawnedPoolItems.Add(instance);
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(null);
if (item.itemButton != null)
{
item.itemButton.interactable = false;
}
}
}
SetDragPreviewVisible(false);
}
private void RefreshRewardPreview()
{
bool useLockedBatchReward = isSmeltingState || smeltCompletedState;
int directReward;
int savedReward;
if (useLockedBatchReward)
{
directReward = Mathf.Max(0, pendingDirectFragmentsState);
savedReward = Mathf.Max(0, pendingStoredFragmentsState);
}
else
{
int totalFragments = CalculateTotalFragmentsForCurrentPool();
directReward = Mathf.FloorToInt(totalFragments * 0.7f);
savedReward = Mathf.Max(0, totalFragments - directReward);
}
if (d_mf_Amount != null)
{
d_mf_Amount.text = directReward.ToString();
}
if (s_mf_Amount != null)
{
s_mf_Amount.text = savedReward.ToString();
}
}
private void RefreshProgressDisplay()
{
if (qf_cost_text != null)
{
qf_cost_text.text = GetQuickFinishCost().ToString();
}
if (stpSlider != null)
{
int required = Mathf.Max(1, gamesRequiredForCurrentBatchState);
stpSlider.minValue = 0f;
stpSlider.maxValue = required;
stpSlider.value = Mathf.Clamp(gamesCompletedForCurrentBatchState, 0, required);
Text sliderText = stpSlider.GetComponentInChildren<Text>(true);
if (sliderText != null)
{
sliderText.text = $"融合进度{Mathf.Clamp(gamesCompletedForCurrentBatchState, 0, required)}/{required}";
}
}
if (smeltStatusText != null)
{
if (!isSmeltingState)
{
smeltStatusText.text = string.Empty;
}
else if (smeltCompletedState)
{
smeltStatusText.text = "融合完毕,可以收获结果";
}
else
{
int remain = Mathf.Max(0, gamesRequiredForCurrentBatchState - gamesCompletedForCurrentBatchState);
smeltStatusText.text = $"正在融合,还需{remain}场比赛";
}
}
}
private void RefreshStoredEnergyDisplay()
{
int capacity = GetSmeltStorageCapacity();
if (rewardGenProgress != null)
{
rewardGenProgress.text = $"{storedSmeltEnergyState}/{capacity}";
}
if (rewardProgressImage != null)
{
rewardProgressImage.fillAmount = capacity <= 0 ? 0f : Mathf.Clamp01((float)storedSmeltEnergyState / capacity);
}
}
private void RefreshRewardDropdown()
{
if (selectAReward == null)
{
return;
}
selectAReward.ClearOptions();
if (selectAReward.captionText != null)
{
selectAReward.captionText.supportRichText = true;
}
if (selectAReward.itemText != null)
{
selectAReward.itemText.supportRichText = true;
}
var options = new List<Dropdown.OptionData>();
if (ssrso != null && ssrso.rewardRequirements != null)
{
for (int i = 0; i < ssrso.rewardRequirements.Length; i++)
{
smeltStageRewardSO.SmeltStageRewardRequirement requirement = ssrso.rewardRequirements[i];
string optionName = requirement != null ? requirement.equipRewardName : string.Empty;
int requiredAmount = requirement != null ? Mathf.Max(0, requirement.requiredAmount) : 0;
string color = string.IsNullOrWhiteSpace(optionName)
? "#808080"
: (requiredAmount > storedSmeltEnergyState ? "#FF0000" : "#FFFFFF");
options.Add(new Dropdown.OptionData($"<color={color}>{(string.IsNullOrWhiteSpace(optionName) ? "" : optionName)}</color>"));
}
}
if (options.Count == 0)
{
options.Add(new Dropdown.OptionData("<color=#808080>暂无奖励</color>"));
}
selectAReward.AddOptions(options);
selectAReward.value = 0;
selectAReward.RefreshShownValue();
}
private void RefreshButtons()
{
if (startSmeltButton != null)
{
startSmeltButton.interactable = smeltCompletedState || (!isSmeltingState && SmeltPoolEquipments.Count > 0);
Text startButtonText = startSmeltButton.GetComponentInChildren<Text>(true);
if (startButtonText != null)
{
startButtonText.text = smeltCompletedState ? "领取碎片" : "开始融合";
}
}
if (quickFinishButton != null)
{
quickFinishButton.interactable = isSmeltingState && !smeltCompletedState && PlayerEconomyLedger.EnsureInstance().HasEnoughCoins(GetQuickFinishCost());
}
if (getReward != null)
{
smeltStageRewardSO.SmeltStageRewardRequirement requirement = GetSelectedRewardRequirement();
getReward.interactable = requirement != null && Mathf.Max(0, requirement.requiredAmount) <= storedSmeltEnergyState;
}
}
private void RefreshReasonWhy()
{
if (reasonWhy == null)
{
return;
}
if (smeltCompletedState)
{
reasonWhy.text = string.Empty;
return;
}
if (isSmeltingState)
{
reasonWhy.text = "正在融合中";
return;
}
if (GetSmeltEquipmentCapacity() <= 0)
{
reasonWhy.text = "熔炉容量为0";
return;
}
if (SmeltPoolEquipments.Count <= 0)
{
reasonWhy.text = "需要投入记忆";
return;
}
reasonWhy.text = string.Empty;
}
private int CalculateTotalFragmentsForCurrentPool()
{
int totalFragments = 0;
for (int i = 0; i < SmeltPoolEquipments.Count; i++)
{
equipmentSO equipment = SmeltPoolEquipments[i];
if (equipment == null)
{
continue;
}
totalFragments += GetFragmentReward(equipment);
}
return totalFragments;
}
private int GetFragmentReward(equipmentSO equipment)
{
if (equipment == null)
{
return 0;
}
int skillCount = 0;
if (equipment.sa_skillID > 0)
{
skillCount++;
}
if (equipment.ia_skillID > 0)
{
skillCount++;
}
int simpleReward = ssrso != null ? ssrso.simpleRewardAmount : 40;
int oneSkillReward = ssrso != null ? ssrso._1skillRewardAmount : 100;
int twoSkillReward = ssrso != null ? ssrso._2skillRewardAmount : 300;
switch (skillCount)
{
case 0: return simpleReward;
case 1: return oneSkillReward;
default: return twoSkillReward;
}
}
private int GetSmeltEquipmentCapacity()
{
if (ssrso == null)
{
return 60;
}
return Mathf.Clamp(ssrso.smeltEquipmentCapacity, 0, 100);
}
private int GetSmeltStorageCapacity()
{
if (ssrso == null)
{
return 5000;
}
return Mathf.Clamp(ssrso.smeltStorageCapacity, 0, 5000);
}
private int GetQuickFinishCost()
{
return ssrso != null ? Mathf.Max(0, ssrso.quickFinishCost) : 0;
}
private smeltStageRewardSO.SmeltStageRewardRequirement GetSelectedRewardRequirement()
{
if (ssrso == null || ssrso.rewardRequirements == null || ssrso.rewardRequirements.Length == 0)
{
return null;
}
int selectedIndex = selectAReward != null ? Mathf.Clamp(selectAReward.value, 0, ssrso.rewardRequirements.Length - 1) : 0;
return ssrso.rewardRequirements[selectedIndex];
}
private static equipSmelt GetActivePoolInstance()
{
for (int i = 0; i < Instances.Count; i++)
{
equipSmelt instance = Instances[i];
if (instance != null && instance.IsPoolOpenForTransfers())
{
return instance;
}
}
return null;
}
private void ClearSmeltPoolItems()
{
for (int i = smeltPoolContent != null ? smeltPoolContent.childCount - 1 : -1; i >= 0; i--)
{
Transform child = smeltPoolContent.GetChild(i);
if (child == null)
{
continue;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
DestroyImmediate(child.gameObject);
}
else
#endif
{
Destroy(child.gameObject);
}
}
spawnedPoolItems.Clear();
}
private void RegisterInstance()
{
if (!Instances.Contains(this))
{
Instances.Add(this);
}
}
private static void RefreshAllSmeltPools()
{
for (int i = 0; i < Instances.Count; i++)
{
if (Instances[i] != null)
{
Instances[i].RefreshAllUi();
}
}
}
private static void RefreshAllEquipBags()
{
equipBag[] bags = FindObjectsOfType<equipBag>(true);
if (bags == null)
{
return;
}
for (int i = 0; i < bags.Length; i++)
{
if (bags[i] != null)
{
bags[i].Rebuild();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dd1800d187f8a2c4b812348553e003ef
@@ -0,0 +1,52 @@
using UnityEngine;
[CreateAssetMenu(fileName = "SmeltStageRewardSO", menuName = "Equipment/Equipment Smelt Stage Reward SO")]
public class smeltStageRewardSO : ScriptableObject
{
public enum equipType
{
randomType,
selfChosenType,
}
public enum attributeQuality
{
randomQuality,
highQuality,
}
public enum skillOwned
{
followRandom,
mustHave,
selfChosen
}
[Header("fragment rewards")]
public int simpleRewardAmount = 40;
public int _1skillRewardAmount = 100;
public int _2skillRewardAmount = 300;
public int quickFinishCost = 200;
[Header("reward generation")]
public equipmentRandomConfigSO rewardRandomConfig;
public equipmentSO rewardTemplate;
[Header("smelter limits")]
[Range(0, 100)] public int smeltEquipmentCapacity = 60;
[Range(0, 5000)] public int smeltStorageCapacity = 5000;
[System.Serializable]
public class SmeltStageRewardRequirement
{
public equipType equipmentType;
public attributeQuality qualityType;
public skillOwned skillRequirement;
public equipmentSO.EquipmentSkillType chosenSkillType;
public string equipRewardName;
public int requiredAmount;
}
[Header("stage rewards")]
public SmeltStageRewardRequirement[] rewardRequirements;
}
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breakthroughMaterial: {fileID: 11400000, guid: 6b403344b9414dbba95b7311c3ff57fa, type: 2}
upgradeMaterialBase: 3
upgradeMaterialGrowth: 3
upgradeCoinsBase: 3
upgradeCoinsGrowth: 3
upgradeMemoryFragmentBase: 3
upgradeMemoryFragmentGrowth: 3
breakthroughStageCosts:
- materialRequired: 30
coinRequired: 1000
- materialRequired: 75
coinRequired: 2500
- materialRequired: 125
coinRequired: 4000
- materialRequired: 200
coinRequired: 10000
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b8efade7387483747a7baf2668a9674b
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,113 @@
using UnityEngine;
[CreateAssetMenu(fileName = "EquipmentUpdateSO", menuName = "Equipment/EquipmentUpdateSO")]
public class eUpdate_mtrSO : ScriptableObject
{
[System.Serializable]
public class BreakthroughStageCost
{
[Tooltip("breakthroughMaterial required count")]
public int materialRequired;
[Tooltip("coin required count")]
public int coinRequired;
}
[Header("Material Definitions")]
[Tooltip("Fixed equipment upgrade consumable definition: 78101")]
public equipmentConsumableSO upgradeMaterial;
[Tooltip("Fixed equipment breakthrough consumable definition: 78111")]
public equipmentConsumableSO breakthroughMaterial;
[Header("Upgrade Cost")]
[Tooltip("Upgrade material required count = base + level * growth")]
public int upgradeMaterialBase = 1;
public int upgradeMaterialGrowth;
[Tooltip("Upgrade coin required count = base + level * growth")]
public int upgradeCoinsBase;
public int upgradeCoinsGrowth;
[Tooltip("Upgrade memory fragment required count = base + level * growth")]
public int upgradeMemoryFragmentBase;
public int upgradeMemoryFragmentGrowth;
[Header("Breakthrough Cost")]
[Tooltip("Index 0-3 -> level 4/9/14/19")]
public BreakthroughStageCost[] breakthroughStageCosts = new BreakthroughStageCost[4];
public int GetUpgradeMaterialRequired(int level)
{
return Mathf.Max(0, upgradeMaterialBase + Mathf.Max(0, level) * upgradeMaterialGrowth);
}
public int GetBreakthroughMaterialRequired(int level)
{
int stageIndex = GetBreakthroughStageIndex(level);
if (stageIndex < 0 || breakthroughStageCosts == null || stageIndex >= breakthroughStageCosts.Length || breakthroughStageCosts[stageIndex] == null)
{
return 0;
}
return Mathf.Max(0, breakthroughStageCosts[stageIndex].materialRequired);
}
public int GetUpgradeCoinsRequired(int level)
{
return Mathf.Max(0, upgradeCoinsBase + Mathf.Max(0, level) * upgradeCoinsGrowth);
}
public int GetUpgradeMemoryFragmentRequired(int level)
{
return Mathf.Max(0, upgradeMemoryFragmentBase + Mathf.Max(0, level) * upgradeMemoryFragmentGrowth);
}
public int GetBreakthroughCoinsRequired(int level)
{
int stageIndex = GetBreakthroughStageIndex(level);
if (stageIndex < 0 || breakthroughStageCosts == null || stageIndex >= breakthroughStageCosts.Length || breakthroughStageCosts[stageIndex] == null)
{
return 0;
}
return Mathf.Max(0, breakthroughStageCosts[stageIndex].coinRequired);
}
public int GetBreakthroughStageIndex(int level)
{
switch (level)
{
case 4:
return 0;
case 9:
return 1;
case 14:
return 2;
case 19:
return 3;
default:
return -1;
}
}
private void OnValidate()
{
if (breakthroughStageCosts == null || breakthroughStageCosts.Length != 4)
{
var resized = new BreakthroughStageCost[4];
if (breakthroughStageCosts != null)
{
for (int i = 0; i < Mathf.Min(breakthroughStageCosts.Length, resized.Length); i++)
{
resized[i] = breakthroughStageCosts[i];
}
}
breakthroughStageCosts = resized;
}
for (int i = 0; i < breakthroughStageCosts.Length; i++)
{
breakthroughStageCosts[i] ??= new BreakthroughStageCost();
breakthroughStageCosts[i].materialRequired = Mathf.Max(0, breakthroughStageCosts[i].materialRequired);
breakthroughStageCosts[i].coinRequired = Mathf.Max(0, breakthroughStageCosts[i].coinRequired);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 21557314f50e3bf4db9d860c5adfc61c
@@ -0,0 +1,673 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class equipUpdate : MonoBehaviour
{
[Header("so")]
public Player_SO playerSO;
public equipmentSO eqp_p_SO;
public eUpdate_mtrSO need_mtrSO;
[Header("state objects")]
public GameObject beforeObj;
public GameObject toObj;
public GameObject nextObj;
[Header("dragging")]
public GameObject dragPrev;
[Header("transforms")]
public Transform prevLevelEquip;
public Transform nextLevelEquip;
public GameObject eip;
[Header("texts")]
public Text prevLevelText;
public Text nextLevelText;
public Text reasonWhy;
[Header("materials")]
public GameObject mtrPrefab;
public Transform mtrParent;
public Text mtrInfo;
[Header("sprites")]
public Sprite MemoryFragmentSprite;
public Sprite coinSprite;
[Header("buttons")]
public Button yesUpdateButton;
private GameObject spawnedPrevLevelInstance;
private GameObject spawnedNextLevelInstance;
private equipmentSO nextLevelPreviewSO;
private readonly List<GameObject> spawnedMaterialItems = new List<GameObject>();
private void Awake()
{
InitializeBindings();
SetDragPreviewVisible(false);
ResetInitialSelectionState();
RefreshAll();
}
private void OnEnable()
{
InitializeBindings();
SetDragPreviewVisible(false);
ResetInitialSelectionState();
RefreshAll();
}
private void OnDisable()
{
if (yesUpdateButton != null)
{
yesUpdateButton.onClick.RemoveListener(HandleYesUpdateClicked);
}
}
private void InitializeBindings()
{
if (playerSO != null)
{
PlayerEconomyLedger.EnsureInstance().AttachPlayerData(playerSO);
}
if (yesUpdateButton != null)
{
yesUpdateButton.onClick.RemoveListener(HandleYesUpdateClicked);
yesUpdateButton.onClick.AddListener(HandleYesUpdateClicked);
}
}
public void SetDragPreviewVisible(bool visible)
{
if (dragPrev == null)
{
return;
}
if (!gameObject.activeInHierarchy)
{
dragPrev.SetActive(false);
return;
}
if (dragPrev != null)
{
dragPrev.SetActive(visible);
}
}
public bool IsPointerOverDropArea(Vector2 screenPoint, Camera eventCamera)
{
if (dragPrev == null || !dragPrev.activeInHierarchy)
{
return false;
}
RectTransform rectTransform = dragPrev.transform as RectTransform;
if (rectTransform == null)
{
return false;
}
return RectTransformUtility.RectangleContainsScreenPoint(rectTransform, screenPoint, eventCamera);
}
public void AcceptDraggedEquipment(equipmentSO equipment)
{
if (equipment == null)
{
return;
}
eqp_p_SO = equipment;
RefreshAll();
}
private void RefreshAll()
{
RefreshPrevLevelPreview();
RefreshNextLevelPreview();
RefreshSelectionState();
RefreshPrevLevelText();
RefreshNextLevelText();
RefreshMaterialRequirements();
RefreshActionState();
}
public void RefreshPrevLevelPreview()
{
DestroyPrevLevelPreview();
if (eqp_p_SO == null || eip == null || prevLevelEquip == null)
{
return;
}
GameObject instance = Instantiate(eip, prevLevelEquip);
instance.name = $"{eqp_p_SO.name}_PrevLevel";
instance.SetActive(true);
spawnedPrevLevelInstance = instance;
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(eqp_p_SO);
item.SetInteractionOptions(false, false);
}
}
private void RefreshNextLevelPreview()
{
DestroyNextLevelPreview();
if (!CanShowNextPreview())
{
return;
}
nextLevelPreviewSO = Instantiate(eqp_p_SO);
nextLevelPreviewSO.level = Mathf.Clamp(eqp_p_SO.level + 1, 0, 20);
GameObject instance = Instantiate(eip, nextLevelEquip);
instance.name = $"{eqp_p_SO.name}_NextLevel";
instance.SetActive(true);
spawnedNextLevelInstance = instance;
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(nextLevelPreviewSO);
item.SetInteractionOptions(false, false);
}
}
private bool CanShowNextPreview()
{
if (eqp_p_SO == null || eip == null || nextLevelEquip == null)
{
return false;
}
int level = eqp_p_SO.level;
if (level < 0 || level >= 20)
{
return false;
}
return !RequiresTour(level);
}
private void RefreshSelectionState()
{
bool hasSelection = eqp_p_SO != null && spawnedPrevLevelInstance != null;
bool requiresTour = hasSelection && RequiresTour(eqp_p_SO.level);
bool isMaxLevel = hasSelection && eqp_p_SO.level >= 20;
bool isInvalidLevel = hasSelection && !IsLegalLevel(eqp_p_SO.level);
if (beforeObj != null)
{
beforeObj.SetActive(true);
}
bool showProgressObjects = hasSelection && !requiresTour && !isMaxLevel && !isInvalidLevel;
if (toObj != null)
{
toObj.SetActive(showProgressObjects);
}
if (nextObj != null)
{
nextObj.SetActive(showProgressObjects);
}
}
private void RefreshPrevLevelText()
{
if (prevLevelText == null)
{
return;
}
if (eqp_p_SO == null)
{
prevLevelText.text = "选择一个记忆";
prevLevelText.color = Color.black;
return;
}
prevLevelText.text = $"{Mathf.Max(0, eqp_p_SO.level)}追忆等级";
prevLevelText.color = ResolveEquipmentColor(GetQualityColorIndex(eqp_p_SO.level));
}
private void RefreshNextLevelText()
{
if (nextLevelText == null)
{
return;
}
if (!CanShowNextPreview() || nextLevelPreviewSO == null)
{
nextLevelText.text = string.Empty;
return;
}
nextLevelText.text = $"{Mathf.Max(0, nextLevelPreviewSO.level)}追忆等级";
nextLevelText.color = ResolveEquipmentColor(GetQualityColorIndex(nextLevelPreviewSO.level));
}
private void RefreshMaterialRequirements()
{
ClearSpawnedMaterialItems();
if (mtrInfo != null)
{
mtrInfo.text = "需要指定记忆";
}
if (eqp_p_SO == null || need_mtrSO == null)
{
return;
}
int level = eqp_p_SO.level;
if (!IsLegalLevel(level))
{
if (mtrInfo != null)
{
mtrInfo.text = "装备不合法";
}
return;
}
if (level == 20)
{
if (mtrInfo != null)
{
mtrInfo.text = "<color=#FF69B4>梦醒装备已满级</color>";
}
return;
}
if (RequiresTour(level))
{
if (mtrInfo != null)
{
mtrInfo.text = "需要巡演";
}
return;
}
if (mtrInfo != null)
{
mtrInfo.text = string.Empty;
}
SpawnUpgradeMaterialItems(level);
}
private void SpawnUpgradeMaterialItems(int level)
{
if (mtrPrefab == null || mtrParent == null || need_mtrSO == null)
{
return;
}
int upgradeMaterialRequired = need_mtrSO.GetUpgradeMaterialRequired(level);
int upgradeCoinsRequired = need_mtrSO.GetUpgradeCoinsRequired(level);
int upgradeMemoryRequired = need_mtrSO.GetUpgradeMemoryFragmentRequired(level);
if (upgradeMaterialRequired > 0 && need_mtrSO.upgradeMaterial != null)
{
SpawnMaterialItem(
need_mtrSO.upgradeMaterial.consumableSprite,
need_mtrSO.upgradeMaterial.consumableName,
upgradeMaterialRequired.ToString());
}
if (upgradeCoinsRequired > 0)
{
SpawnMaterialItem(
coinSprite,
"Coins",
upgradeCoinsRequired.ToString());
}
if (upgradeMemoryRequired > 0)
{
SpawnMaterialItem(
MemoryFragmentSprite,
"记忆碎片",
upgradeMemoryRequired.ToString());
}
}
private void SpawnMaterialItem(Sprite sprite, string displayName, string amountText)
{
GameObject instance = Instantiate(mtrPrefab, mtrParent);
instance.SetActive(true);
spawnedMaterialItems.Add(instance);
materialPrefab item = instance.GetComponent<materialPrefab>();
if (item != null)
{
item.Bind(sprite, displayName, amountText, true, false, null);
item.SetSelected(true);
if (item.materialButton != null)
{
item.materialButton.interactable = false;
}
}
}
private void RefreshActionState()
{
string failureReason = GetUpgradeFailureReason();
if (reasonWhy != null)
{
reasonWhy.text = string.IsNullOrEmpty(failureReason) ? string.Empty : failureReason;
}
if (yesUpdateButton == null)
{
return;
}
yesUpdateButton.interactable = string.IsNullOrEmpty(failureReason);
}
private bool CanUpgradeCurrent()
{
return string.IsNullOrEmpty(GetUpgradeFailureReason());
}
private string GetUpgradeFailureReason()
{
if (eqp_p_SO == null)
{
return string.Empty;
}
if (need_mtrSO == null)
{
return "未配置升级规则";
}
int level = eqp_p_SO.level;
if (!IsLegalLevel(level))
{
return "装备不合法";
}
if (level >= 20)
{
return "梦醒装备已满级";
}
if (RequiresTour(level))
{
return "当前等级需要巡演";
}
int upgradeMaterialRequired = need_mtrSO.GetUpgradeMaterialRequired(level);
int upgradeCoinsRequired = need_mtrSO.GetUpgradeCoinsRequired(level);
int upgradeMemoryRequired = need_mtrSO.GetUpgradeMemoryFragmentRequired(level);
if (upgradeMaterialRequired > 0)
{
if (need_mtrSO.upgradeMaterial == null)
{
return "未配置升级材料";
}
int ownedConsumable = EquipmentConsumableLedger.EnsureInstance().GetCount(need_mtrSO.upgradeMaterial.consumableKind);
if (ownedConsumable < upgradeMaterialRequired)
{
return "升级材料不足";
}
}
if (!PlayerEconomyLedger.EnsureInstance().HasEnoughCoins(upgradeCoinsRequired))
{
return "硬币不足";
}
if (!PlayerEconomyLedger.EnsureInstance().HasEnoughMaterial(upgradeMemoryRequired))
{
return "记忆碎片不足";
}
return string.Empty;
}
private void HandleYesUpdateClicked()
{
if (!CanUpgradeCurrent())
{
RefreshActionState();
return;
}
int currentLevel = eqp_p_SO.level;
int upgradeMaterialRequired = need_mtrSO.GetUpgradeMaterialRequired(currentLevel);
int upgradeCoinsRequired = need_mtrSO.GetUpgradeCoinsRequired(currentLevel);
int upgradeMemoryRequired = need_mtrSO.GetUpgradeMemoryFragmentRequired(currentLevel);
if (upgradeMaterialRequired > 0)
{
if (need_mtrSO.upgradeMaterial == null || !EquipmentConsumableLedger.EnsureInstance().TryConsume(need_mtrSO.upgradeMaterial.consumableKind, upgradeMaterialRequired))
{
RefreshAll();
return;
}
}
if (upgradeCoinsRequired > 0 && !PlayerEconomyLedger.EnsureInstance().TrySpendCoins(upgradeCoinsRequired))
{
if (upgradeMaterialRequired > 0 && need_mtrSO.upgradeMaterial != null)
{
EquipmentConsumableLedger.EnsureInstance().Add(need_mtrSO.upgradeMaterial.consumableKind, upgradeMaterialRequired);
}
RefreshAll();
return;
}
if (upgradeMemoryRequired > 0 && !PlayerEconomyLedger.EnsureInstance().TrySpendMaterial(upgradeMemoryRequired))
{
if (upgradeCoinsRequired > 0)
{
PlayerEconomyLedger.EnsureInstance().AddCoins(upgradeCoinsRequired);
}
if (upgradeMaterialRequired > 0 && need_mtrSO.upgradeMaterial != null)
{
EquipmentConsumableLedger.EnsureInstance().Add(need_mtrSO.upgradeMaterial.consumableKind, upgradeMaterialRequired);
}
RefreshAll();
return;
}
eqp_p_SO.level = Mathf.Clamp(eqp_p_SO.level + 1, 0, 20);
PersistEquipmentLevel(eqp_p_SO);
RefreshAllEquipBags();
RefreshAll();
}
private static void PersistEquipmentLevel(equipmentSO equipment)
{
if (equipment == null)
{
return;
}
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(equipment);
if (!Application.isPlaying)
{
UnityEditor.AssetDatabase.SaveAssets();
}
#endif
}
private static void RefreshAllEquipBags()
{
equipBag[] bags = FindObjectsOfType<equipBag>(true);
for (int i = 0; i < bags.Length; i++)
{
if (bags[i] != null)
{
bags[i].Rebuild();
}
}
}
private Color ResolveEquipmentColor(int colorIndex)
{
if (eip == null)
{
return Color.white;
}
equipItemPrefab itemPrefab = eip.GetComponent<equipItemPrefab>();
if (itemPrefab == null || itemPrefab.itemBtmColors == null || itemPrefab.itemBtmColors.Length == 0)
{
return Color.white;
}
int safeIndex = Mathf.Clamp(colorIndex, 0, itemPrefab.itemBtmColors.Length - 1);
return itemPrefab.itemBtmColors[safeIndex];
}
private static int GetQualityColorIndex(int level)
{
if (level >= 20)
{
return 5;
}
if (level >= 15)
{
return 4;
}
if (level >= 10)
{
return 3;
}
if (level >= 5)
{
return 2;
}
return 1;
}
private static bool IsLegalLevel(int level)
{
return level >= 0 && level <= 20;
}
private static bool RequiresTour(int level)
{
return level == 4 || level == 9 || level == 14 || level == 19;
}
private void ResetInitialSelectionState()
{
DestroyPrevLevelPreview();
DestroyNextLevelPreview();
ClearSpawnedMaterialItems();
eqp_p_SO = null;
}
private void ClearSpawnedMaterialItems()
{
if (mtrParent != null)
{
for (int i = mtrParent.childCount - 1; i >= 0; i--)
{
Transform child = mtrParent.GetChild(i);
if (child == null)
{
continue;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Object.DestroyImmediate(child.gameObject);
}
else
#endif
{
Object.Destroy(child.gameObject);
}
}
}
spawnedMaterialItems.Clear();
}
private void DestroyPrevLevelPreview()
{
if (spawnedPrevLevelInstance == null)
{
return;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Object.DestroyImmediate(spawnedPrevLevelInstance);
}
else
#endif
{
Object.Destroy(spawnedPrevLevelInstance);
}
spawnedPrevLevelInstance = null;
}
private void DestroyNextLevelPreview()
{
if (spawnedNextLevelInstance != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Object.DestroyImmediate(spawnedNextLevelInstance);
}
else
#endif
{
Object.Destroy(spawnedNextLevelInstance);
}
spawnedNextLevelInstance = null;
}
if (nextLevelPreviewSO != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
Object.DestroyImmediate(nextLevelPreviewSO);
}
else
#endif
{
Object.Destroy(nextLevelPreviewSO);
}
nextLevelPreviewSO = null;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0233fcfb8bdea5045a2cfdcddad7dd7f
@@ -0,0 +1,840 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class equipIllusion : MonoBehaviour
{
[Header("so")]
public equipmentSO eqp_p_SO;
public Player_SO playerSO;
public eUpdate_mtrSO need_mtrSO;
public equipmentRandomConfigSO randomConfig;
[Header("levelList")]
public string[] illusionLevelName;
[Header("statusObj")]
public GameObject beforeObj;
public GameObject toObj;
public GameObject nextObj;
[Header("dragging")]
public GameObject dragPrev;
[Header("transforms")]
public Transform prevIllusionEquip;
public Transform nextIllusionEquip;
public GameObject eip;
[Header("texts")]
public Text prevLevelText;
public Text nextLevelText;
public Text reasonWhy;
[Header("materials")]
public GameObject mtrPrefab;
public Transform merParent;
public Text mtrInfo;
[Header("sprites")]
public Sprite memoryFragmentSprite;
public Sprite coinSprite;
[Header("buttons")]
public Button yesIllusionButton;
private GameObject spawnedPrevLevelInstance;
private GameObject spawnedNextLevelInstance;
private equipmentSO nextLevelPreviewSO;
private readonly List<GameObject> spawnedMaterialItems = new List<GameObject>();
private void Awake()
{
InitializeBindings();
SetDragPreviewVisible(false);
RefreshAll();
}
private void OnEnable()
{
InitializeBindings();
SetDragPreviewVisible(false);
RefreshAll();
}
private void OnDisable()
{
if (yesIllusionButton != null)
{
yesIllusionButton.onClick.RemoveListener(HandleYesIllusionClicked);
}
}
private void InitializeBindings()
{
if (playerSO != null)
{
PlayerEconomyLedger.EnsureInstance().AttachPlayerData(playerSO);
}
if (randomConfig != null)
{
randomConfig.NormalizeRuntimeData();
}
if (yesIllusionButton != null)
{
yesIllusionButton.onClick.RemoveListener(HandleYesIllusionClicked);
yesIllusionButton.onClick.AddListener(HandleYesIllusionClicked);
}
}
public void SetDragPreviewVisible(bool visible)
{
if (dragPrev == null)
{
return;
}
if (!gameObject.activeInHierarchy)
{
dragPrev.SetActive(false);
return;
}
dragPrev.SetActive(visible);
}
public bool IsPointerOverDropArea(Vector2 screenPoint, Camera eventCamera)
{
if (dragPrev == null || !dragPrev.activeInHierarchy)
{
return false;
}
RectTransform rectTransform = dragPrev.transform as RectTransform;
if (rectTransform == null)
{
return false;
}
return RectTransformUtility.RectangleContainsScreenPoint(rectTransform, screenPoint, eventCamera);
}
public void AcceptDraggedEquipment(equipmentSO equipment)
{
if (equipment == null)
{
return;
}
eqp_p_SO = equipment;
RefreshAll();
}
private void RefreshAll()
{
RefreshPrevLevelPreview();
RefreshNextLevelPreview();
RefreshSelectionState();
RefreshPrevLevelText();
RefreshNextLevelText();
RefreshMaterialRequirements();
RefreshReasonWhy();
RefreshActionState();
}
private void RefreshPrevLevelPreview()
{
DestroyPrevLevelPreview();
if (eqp_p_SO == null || eip == null || prevIllusionEquip == null)
{
return;
}
GameObject instance = Instantiate(eip, prevIllusionEquip);
instance.name = $"{eqp_p_SO.name}_PrevTour";
instance.SetActive(true);
spawnedPrevLevelInstance = instance;
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(eqp_p_SO);
item.SetInteractionOptions(false, false);
}
}
private void RefreshNextLevelPreview()
{
DestroyNextLevelPreview();
nextLevelPreviewSO = null;
if (!CanShowNextPreview())
{
return;
}
nextLevelPreviewSO = Instantiate(eqp_p_SO);
nextLevelPreviewSO.level = Mathf.Clamp(eqp_p_SO.level + 1, 0, 20);
nextLevelPreviewSO.name = $"{eqp_p_SO.name}(TourPreview)";
GameObject instance = Instantiate(eip, nextIllusionEquip);
instance.name = $"{eqp_p_SO.name}_NextTour";
instance.SetActive(true);
spawnedNextLevelInstance = instance;
equipItemPrefab item = instance.GetComponent<equipItemPrefab>();
if (item != null)
{
item.Bind(nextLevelPreviewSO);
item.SetInteractionOptions(false, false);
}
}
private bool CanShowNextPreview()
{
return eqp_p_SO != null && eip != null && nextIllusionEquip != null && IsTourEligibleLevel(eqp_p_SO.level);
}
private void RefreshSelectionState()
{
if (beforeObj != null)
{
beforeObj.SetActive(true);
}
bool showRightSide = eqp_p_SO != null && IsTourEligibleLevel(eqp_p_SO.level);
if (toObj != null)
{
toObj.SetActive(showRightSide);
}
if (nextObj != null)
{
nextObj.SetActive(showRightSide);
}
}
private void RefreshPrevLevelText()
{
if (prevLevelText == null)
{
return;
}
if (eqp_p_SO == null)
{
prevLevelText.text = "选择一个记忆";
prevLevelText.color = Color.black;
return;
}
prevLevelText.text = ResolveTourStageName(eqp_p_SO.level);
prevLevelText.color = ResolveEquipmentColor(GetQualityColorIndex(eqp_p_SO.level));
}
private void RefreshNextLevelText()
{
if (nextLevelText == null)
{
return;
}
if (!CanShowNextPreview() || nextLevelPreviewSO == null)
{
nextLevelText.text = string.Empty;
return;
}
nextLevelText.text = ResolveTourStageName(nextLevelPreviewSO.level);
nextLevelText.color = ResolveEquipmentColor(GetQualityColorIndex(nextLevelPreviewSO.level));
}
private void RefreshMaterialRequirements()
{
ClearSpawnedMaterialItems();
if (mtrInfo == null)
{
return;
}
if (eqp_p_SO == null || need_mtrSO == null)
{
mtrInfo.text = "需要选择一个记忆";
return;
}
int level = eqp_p_SO.level;
if (!IsLegalLevel(level))
{
mtrInfo.text = "非法等级";
return;
}
if (level >= 20)
{
mtrInfo.text = "<color=#FF67A4>梦醒时分记忆无法巡演</color>";
return;
}
if (!IsTourEligibleLevel(level))
{
mtrInfo.text = BuildTourRequirementText(level);
return;
}
mtrInfo.text = string.Empty;
SpawnTourMaterialItems(level);
}
private void SpawnTourMaterialItems(int level)
{
if (mtrPrefab == null || merParent == null || need_mtrSO == null)
{
return;
}
int materialRequired = need_mtrSO.GetBreakthroughMaterialRequired(level);
int coinRequired = need_mtrSO.GetBreakthroughCoinsRequired(level);
int memoryRequired = materialRequired;
if (materialRequired > 0 && need_mtrSO.breakthroughMaterial != null)
{
SpawnMaterialItem(
need_mtrSO.breakthroughMaterial.consumableSprite,
need_mtrSO.breakthroughMaterial.consumableName,
materialRequired.ToString());
}
if (coinRequired > 0)
{
SpawnMaterialItem(
coinSprite,
"Coins",
coinRequired.ToString());
}
if (memoryRequired > 0)
{
SpawnMaterialItem(
memoryFragmentSprite,
"记忆碎片",
memoryRequired.ToString());
}
}
private void SpawnMaterialItem(Sprite sprite, string displayName, string amountText)
{
GameObject instance = Instantiate(mtrPrefab, merParent);
instance.SetActive(true);
spawnedMaterialItems.Add(instance);
materialPrefab item = instance.GetComponent<materialPrefab>();
if (item != null)
{
item.Bind(sprite, displayName, amountText, true, false, null);
item.SetSelected(true);
if (item.materialButton != null)
{
item.materialButton.interactable = false;
}
}
}
private void RefreshReasonWhy()
{
if (reasonWhy == null)
{
return;
}
reasonWhy.text = GetTourFailureReason();
}
private void RefreshActionState()
{
if (yesIllusionButton == null)
{
return;
}
yesIllusionButton.interactable = string.IsNullOrEmpty(GetTourFailureReason());
}
private string GetTourFailureReason()
{
if (eqp_p_SO == null)
{
return string.Empty;
}
if (!IsLegalLevel(eqp_p_SO.level))
{
return "非法等级";
}
if (eqp_p_SO.level >= 20)
{
return "梦醒时分记忆无法巡演";
}
if (!IsTourEligibleLevel(eqp_p_SO.level))
{
return BuildTourRequirementText(eqp_p_SO.level);
}
if (need_mtrSO == null)
{
return "未配置巡演规则";
}
if (randomConfig == null)
{
return "未配置随机规则";
}
int materialRequired = need_mtrSO.GetBreakthroughMaterialRequired(eqp_p_SO.level);
int coinRequired = need_mtrSO.GetBreakthroughCoinsRequired(eqp_p_SO.level);
int memoryRequired = materialRequired;
if (need_mtrSO.breakthroughMaterial == null)
{
return "未配置巡演材料";
}
if (materialRequired > 0 && EquipmentConsumableLedger.EnsureInstance().GetCount(need_mtrSO.breakthroughMaterial.consumableKind) < materialRequired)
{
return "巡演材料不足";
}
if (!PlayerEconomyLedger.EnsureInstance().HasEnoughCoins(coinRequired))
{
return "硬币不足";
}
if (!PlayerEconomyLedger.EnsureInstance().HasEnoughMaterial(memoryRequired))
{
return "记忆碎片不足";
}
return string.Empty;
}
private void HandleYesIllusionClicked()
{
string failureReason = GetTourFailureReason();
if (!string.IsNullOrEmpty(failureReason))
{
RefreshAll();
return;
}
int level = eqp_p_SO.level;
int materialRequired = need_mtrSO.GetBreakthroughMaterialRequired(level);
int coinRequired = need_mtrSO.GetBreakthroughCoinsRequired(level);
int memoryRequired = materialRequired;
if (!EquipmentConsumableLedger.EnsureInstance().TryConsume(need_mtrSO.breakthroughMaterial.consumableKind, materialRequired))
{
RefreshAll();
return;
}
if (!PlayerEconomyLedger.EnsureInstance().TrySpendCoins(coinRequired))
{
EquipmentConsumableLedger.EnsureInstance().Add(need_mtrSO.breakthroughMaterial.consumableKind, materialRequired);
RefreshAll();
return;
}
if (!PlayerEconomyLedger.EnsureInstance().TrySpendMaterial(memoryRequired))
{
EquipmentConsumableLedger.EnsureInstance().Add(need_mtrSO.breakthroughMaterial.consumableKind, materialRequired);
PlayerEconomyLedger.EnsureInstance().AddCoins(coinRequired);
RefreshAll();
return;
}
ApplyTourEffect();
eqp_p_SO.level = Mathf.Clamp(eqp_p_SO.level + 1, 0, 20);
PersistEquipment(eqp_p_SO);
RefreshAllEquipBags();
RefreshAll();
}
private void ApplyTourEffect()
{
if (eqp_p_SO == null || randomConfig == null)
{
return;
}
randomConfig.NormalizeRuntimeData();
int skillRollIndex = GetTourSkillRollIndex(eqp_p_SO.level);
bool skillHit = skillRollIndex >= 0 && UnityEngine.Random.value <= GetIllusionSkillChance(skillRollIndex);
if (skillHit && eqp_p_SO.ia_skillID <= 0 && randomConfig.TryGetIllusionSkillId(out int illusionSkillId) && illusionSkillId > 0)
{
eqp_p_SO.ia_skillID = illusionSkillId;
return;
}
List<equipmentSO.EquipmentSpecialEffectType> candidates = BuildIllusionEffectPool();
if (candidates.Count == 0)
{
return;
}
equipmentSO.EquipmentSpecialEffectType rolledType = candidates[UnityEngine.Random.Range(0, candidates.Count)];
if (!randomConfig.TryGetIllusionEffectRange(rolledType, out float minValue, out float maxValue))
{
return;
}
float rolledValue = RollGaussianValue(minValue, maxValue);
MergeIllusionEffect(rolledType, rolledValue);
}
private void MergeIllusionEffect(equipmentSO.EquipmentSpecialEffectType effectType, float rolledValue)
{
var effects = new List<equipmentSO.EquipmentSpecialEffect>();
if (eqp_p_SO.illusionEffects != null)
{
for (int i = 0; i < eqp_p_SO.illusionEffects.Length; i++)
{
equipmentSO.EquipmentSpecialEffect effect = eqp_p_SO.illusionEffects[i];
if (effect != null)
{
effects.Add(new equipmentSO.EquipmentSpecialEffect
{
effectType = effect.effectType,
value = effect.value
});
}
}
}
for (int i = 0; i < effects.Count; i++)
{
if (effects[i].effectType != effectType)
{
continue;
}
float best = Mathf.Max(effects[i].value, rolledValue);
effects[i].value = best + Mathf.Abs(best) * 0.2f;
eqp_p_SO.illusionEffects = effects.ToArray();
return;
}
effects.Add(new equipmentSO.EquipmentSpecialEffect
{
effectType = effectType,
value = rolledValue
});
eqp_p_SO.illusionEffects = effects.ToArray();
}
private List<equipmentSO.EquipmentSpecialEffectType> BuildIllusionEffectPool()
{
var pool = new List<equipmentSO.EquipmentSpecialEffectType>();
equipmentSO.EquipmentSpecialEffectType[] allTypes =
{
equipmentSO.EquipmentSpecialEffectType.MaxHp,
equipmentSO.EquipmentSpecialEffectType.Attack,
equipmentSO.EquipmentSpecialEffectType.MaxMana,
equipmentSO.EquipmentSpecialEffectType.DamageResistance,
equipmentSO.EquipmentSpecialEffectType.ScoreEfficiency,
equipmentSO.EquipmentSpecialEffectType.HitManaRecovery,
equipmentSO.EquipmentSpecialEffectType.HitDamageMultiplier,
equipmentSO.EquipmentSpecialEffectType.HpLoseBase
};
for (int i = 0; i < allTypes.Length; i++)
{
if (randomConfig.TryGetIllusionEffectRange(allTypes[i], out _, out _))
{
pool.Add(allTypes[i]);
}
}
return pool;
}
private int GetTourSkillRollIndex(int level)
{
switch (level)
{
case 4: return 0;
case 9: return 1;
case 14: return 2;
case 19: return 3;
default: return -1;
}
}
private float GetIllusionSkillChance(int rollIndex)
{
switch (rollIndex)
{
case 0: return randomConfig != null ? randomConfig.ies01 : 0f;
case 1: return randomConfig != null ? randomConfig.ies02 : 0f;
case 2: return randomConfig != null ? randomConfig.ies03 : 0f;
case 3: return randomConfig != null ? randomConfig.ies04 : 0f;
default: return 0f;
}
}
private static float RollGaussianValue(float minValue, float maxValue)
{
if (Mathf.Approximately(minValue, maxValue))
{
return AvoidZero(minValue, maxValue, minValue);
}
if (maxValue < minValue)
{
float cached = minValue;
minValue = maxValue;
maxValue = cached;
}
float u1 = Mathf.Max(Mathf.Clamp01(UnityEngine.Random.value), 1e-6f);
float u2 = Mathf.Clamp01(UnityEngine.Random.value);
float standard = Mathf.Sqrt(-2f * Mathf.Log(u1)) * Mathf.Cos(2f * Mathf.PI * u2);
float mean = (minValue + maxValue) * 0.5f;
float deviation = (maxValue - minValue) / 6f;
float rolled = Mathf.Clamp(mean + standard * deviation, minValue, maxValue);
return AvoidZero(minValue, maxValue, rolled);
}
private static float AvoidZero(float minValue, float maxValue, float value)
{
if (!Mathf.Approximately(value, 0f))
{
return value;
}
if (minValue > 0f)
{
return minValue;
}
if (maxValue < 0f)
{
return maxValue;
}
const float epsilon = 0.0001f;
return UnityEngine.Random.value < 0.5f ? -epsilon : epsilon;
}
private void ClearSpawnedMaterialItems()
{
for (int i = spawnedMaterialItems.Count - 1; i >= 0; i--)
{
GameObject instance = spawnedMaterialItems[i];
if (instance == null)
{
continue;
}
if (Application.isPlaying)
{
Destroy(instance);
}
else
{
DestroyImmediate(instance);
}
}
spawnedMaterialItems.Clear();
}
private void DestroyPrevLevelPreview()
{
if (spawnedPrevLevelInstance == null)
{
return;
}
if (Application.isPlaying)
{
Destroy(spawnedPrevLevelInstance);
}
else
{
DestroyImmediate(spawnedPrevLevelInstance);
}
spawnedPrevLevelInstance = null;
}
private void DestroyNextLevelPreview()
{
if (spawnedNextLevelInstance != null)
{
if (Application.isPlaying)
{
Destroy(spawnedNextLevelInstance);
}
else
{
DestroyImmediate(spawnedNextLevelInstance);
}
}
spawnedNextLevelInstance = null;
if (nextLevelPreviewSO != null)
{
if (Application.isPlaying)
{
Destroy(nextLevelPreviewSO);
}
else
{
DestroyImmediate(nextLevelPreviewSO);
}
}
nextLevelPreviewSO = null;
}
private static bool IsLegalLevel(int level)
{
return level >= 0 && level <= 20;
}
private static bool IsTourEligibleLevel(int level)
{
return level == 4 || level == 9 || level == 14 || level == 19;
}
private static string BuildTourRequirementText(int currentLevel)
{
int requiredLevel = GetNextTourRequiredLevel(currentLevel);
return $"需要追忆等级{requiredLevel},当前追忆等级{Mathf.Max(0, currentLevel)}";
}
private static int GetNextTourRequiredLevel(int currentLevel)
{
if (currentLevel < 4)
{
return 4;
}
if (currentLevel < 9)
{
return 9;
}
if (currentLevel < 14)
{
return 14;
}
if (currentLevel < 19)
{
return 19;
}
return 19;
}
private string ResolveTourStageName(int level)
{
if (!IsLegalLevel(level))
{
return "非法巡演罪";
}
int index;
if (level <= 4) index = 0;
else if (level <= 9) index = 1;
else if (level <= 14) index = 2;
else if (level <= 19) index = 3;
else index = 4;
if (illusionLevelName != null && index >= 0 && index < illusionLevelName.Length && !string.IsNullOrWhiteSpace(illusionLevelName[index]))
{
return illusionLevelName[index];
}
return $"{Mathf.Max(0, level)}追忆等级";
}
private Color ResolveEquipmentColor(int colorIndex)
{
if (eip == null)
{
return Color.white;
}
equipItemPrefab itemPrefab = eip.GetComponent<equipItemPrefab>();
if (itemPrefab == null || itemPrefab.itemBtmColors == null || itemPrefab.itemBtmColors.Length == 0)
{
return Color.white;
}
int safeIndex = Mathf.Clamp(colorIndex, 0, itemPrefab.itemBtmColors.Length - 1);
return itemPrefab.itemBtmColors[safeIndex];
}
private static int GetQualityColorIndex(int level)
{
if (level >= 20)
{
return 5;
}
if (level >= 15)
{
return 4;
}
if (level >= 10)
{
return 3;
}
if (level >= 5)
{
return 2;
}
return 1;
}
private static void PersistEquipment(equipmentSO equipment)
{
if (equipment == null)
{
return;
}
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(equipment);
if (!Application.isPlaying)
{
UnityEditor.AssetDatabase.SaveAssets();
}
#endif
}
private static void RefreshAllEquipBags()
{
equipBag[] bags = FindObjectsOfType<equipBag>(true);
for (int i = 0; i < bags.Length; i++)
{
if (bags[i] != null)
{
bags[i].Rebuild();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b7097a43f5f23b24bb0773d0e00ac21e
@@ -0,0 +1,16 @@
using UnityEngine;
public class equipTransfer : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 787cccb1d2e8da94396646b43e2ae853