装备系统做了很多
This commit is contained in:
@@ -0,0 +1,59 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 51eaa69f0e6f47a48a3391b66f902d8b, type: 3}
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m_Name: SmeltStageRewardSO
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m_EditorClassIdentifier:
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simpleRewardAmount: 40
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||||
_1skillRewardAmount: 100
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||||
_2skillRewardAmount: 300
|
||||
quickFinishCost: 200
|
||||
rewardRandomConfig: {fileID: 11400000, guid: ca394ccb04190524fb487491eedb36e7, type: 2}
|
||||
rewardTemplate: {fileID: 11400000, guid: 40fe16e436a81644aa688c80436aa1c1, type: 2}
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smeltEquipmentCapacity: 60
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smeltStorageCapacity: 3000
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rewardRequirements:
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- equipmentType: 0
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qualityType: 0
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||||
skillRequirement: 0
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||||
chosenSkillType: 0
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||||
equipRewardName: "40 \u968F\u673A\u8BB0\u5FC6"
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requiredAmount: 40
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||||
- equipmentType: 1
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||||
qualityType: 0
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||||
skillRequirement: 0
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chosenSkillType: 0
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||||
equipRewardName: "60 \u81EA\u9009\u8BB0\u5FC6"
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requiredAmount: 60
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||||
- equipmentType: 0
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||||
qualityType: 0
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||||
skillRequirement: 0
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||||
chosenSkillType: 0
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||||
equipRewardName: "200 \u81EA\u9009\u9AD8\u5929\u8D4B\u8BB0\u5FC6"
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requiredAmount: 120
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- equipmentType: 0
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qualityType: 0
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skillRequirement: 1
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chosenSkillType: 0
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||||
equipRewardName: "500 \u81EA\u9009\u73CD\u85CF\u8BB0\u5FC6"
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requiredAmount: 500
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- equipmentType: 1
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qualityType: 0
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skillRequirement: 2
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chosenSkillType: 0
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||||
equipRewardName: "1000 \u81EA\u9009\u81F3\u81FB\u8BB0\u5FC6"
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requiredAmount: 1000
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||||
- equipmentType: 1
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||||
qualityType: 1
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||||
skillRequirement: 2
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||||
chosenSkillType: 0
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||||
equipRewardName: "1500 \u81EA\u9009\u523B\u9AA8\u94ED\u5FC3\u8BB0\u5FC6"
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requiredAmount: 1500
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@@ -0,0 +1,8 @@
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userData:
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assetBundleVariant:
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@@ -0,0 +1,832 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Bansonic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class equipSmelt : MonoBehaviour
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{
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private static readonly List<equipmentSO> SmeltPoolEquipments = new List<equipmentSO>();
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private static readonly HashSet<equipmentSO> SmeltPoolLookup = new HashSet<equipmentSO>();
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private static readonly HashSet<equipmentSO> ConsumedSmeltEquipments = new HashSet<equipmentSO>();
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private static readonly List<equipSmelt> Instances = new List<equipSmelt>();
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private static bool isSmeltingState;
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private static bool smeltCompletedState;
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private static int gamesRequiredForCurrentBatchState;
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private static int gamesCompletedForCurrentBatchState;
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private static int pendingDirectFragmentsState;
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private static int pendingStoredFragmentsState;
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private static int storedSmeltEnergyState;
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[Header("so")]
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public smeltStageRewardSO ssrso;
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[Header("sprites")]
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public Sprite memoryFragment;
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public Sprite coins;
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[Header("selection and progress")]
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public GameObject smeltPool;
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public GameObject smeltProgress;
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[Header("drag")]
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public GameObject dragObj;
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[Header("smeltPool")]
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public GameObject smeltPoolItemPrefab;
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public Transform smeltPoolContent;
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[Header("smeltTimeProgress")]
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public Slider stpSlider;
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public Text smeltStatusText;
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public Button quickFinishButton;
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public Text qf_cost_text;
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[Header("smelt Rewards")]
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public Text rewardGenProgress;
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public Image rewardProgressImage;
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public Dropdown selectAReward;
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public Button getReward;
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||||
[Header("smelt notice")]
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public Image d_mf_img;
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public Text d_mf_Amount;
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public Image s_mf_img;
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public Text s_mf_Amount;
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public Text smeltNoticeText;
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[Header("cost and start")]
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public Text costText;
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public Text reasonWhy;
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public Button startSmeltButton;
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[Header("choose type and skill")]
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public GameObject ctasPrefab;
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public Transform ctasParent;
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private readonly List<GameObject> spawnedPoolItems = new List<GameObject>();
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private void Awake()
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{
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RegisterInstance();
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BindButtons();
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RefreshAllUi();
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}
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private void OnEnable()
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{
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RegisterInstance();
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BindButtons();
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settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
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settlementController.OnSettlementCompleted += HandleSettlementCompleted;
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RefreshAllUi();
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}
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private void OnDisable()
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{
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settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
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Instances.Remove(this);
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}
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private void OnDestroy()
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{
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settlementController.OnSettlementCompleted -= HandleSettlementCompleted;
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Instances.Remove(this);
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}
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public static bool IsEquipmentAssignedToSmeltPool(equipmentSO equipment)
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{
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return equipment != null && SmeltPoolLookup.Contains(equipment);
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}
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public static bool IsEquipmentConsumedBySmelt(equipmentSO equipment)
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{
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return equipment != null && ConsumedSmeltEquipments.Contains(equipment);
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}
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public static bool RemoveEquipmentFromSmeltPool(equipmentSO equipment)
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{
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if (equipment == null)
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{
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return false;
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}
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if (!SmeltPoolLookup.Remove(equipment))
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{
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return false;
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}
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SmeltPoolEquipments.Remove(equipment);
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RefreshAllSmeltPools();
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RefreshAllEquipBags();
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return true;
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}
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public static bool TryHandleQuickTransfer(equipmentSO equipment)
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{
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if (equipment == null || IsEquipmentConsumedBySmelt(equipment))
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{
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return false;
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}
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equipSmelt activeSmelt = GetActivePoolInstance();
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if (activeSmelt == null)
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{
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return false;
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}
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if (IsEquipmentAssignedToSmeltPool(equipment))
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{
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return RemoveEquipmentFromSmeltPool(equipment);
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}
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activeSmelt.AcceptDraggedEquipment(equipment);
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return IsEquipmentAssignedToSmeltPool(equipment);
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}
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public void SetDragPreviewVisible(bool visible)
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{
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if (dragObj == null)
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{
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return;
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}
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if (!IsPoolOpenForTransfers())
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{
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dragObj.SetActive(false);
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return;
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}
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bool shouldShow = visible || SmeltPoolEquipments.Count == 0;
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dragObj.SetActive(shouldShow);
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}
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public bool IsPointerOverDropArea(Vector2 screenPoint, Camera eventCamera)
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{
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if (dragObj == null || !dragObj.activeInHierarchy || !IsPoolOpenForTransfers())
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{
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return false;
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}
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RectTransform[] rects = dragObj.GetComponentsInChildren<RectTransform>(true);
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if (rects == null || rects.Length == 0)
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{
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return false;
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}
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for (int i = 0; i < rects.Length; i++)
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{
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RectTransform rect = rects[i];
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if (rect == null || !rect.gameObject.activeInHierarchy)
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{
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continue;
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}
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if (RectTransformUtility.RectangleContainsScreenPoint(rect, screenPoint, eventCamera))
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{
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return true;
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}
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}
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return false;
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}
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public void AcceptDraggedEquipment(equipmentSO equipment)
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{
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if (equipment == null || IsEquipmentConsumedBySmelt(equipment) || !IsPoolOpenForTransfers())
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{
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return;
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}
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int capacity = GetSmeltEquipmentCapacity();
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if (capacity <= 0 || SmeltPoolEquipments.Count >= capacity)
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{
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return;
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}
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if (SmeltPoolLookup.Add(equipment))
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{
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SmeltPoolEquipments.Add(equipment);
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RefreshAllUi();
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RefreshAllEquipBags();
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}
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}
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private void BindButtons()
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{
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if (startSmeltButton != null)
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{
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startSmeltButton.onClick.RemoveListener(HandleStartSmeltClicked);
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startSmeltButton.onClick.AddListener(HandleStartSmeltClicked);
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}
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if (quickFinishButton != null)
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{
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quickFinishButton.onClick.RemoveListener(HandleQuickFinishClicked);
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quickFinishButton.onClick.AddListener(HandleQuickFinishClicked);
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}
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if (getReward != null)
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{
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getReward.onClick.RemoveListener(HandleGetRewardClicked);
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getReward.onClick.AddListener(HandleGetRewardClicked);
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}
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if (selectAReward != null)
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{
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selectAReward.onValueChanged.RemoveListener(HandleRewardSelectionChanged);
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selectAReward.onValueChanged.AddListener(HandleRewardSelectionChanged);
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}
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}
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private void HandleStartSmeltClicked()
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{
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if (smeltCompletedState)
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{
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ClaimCurrentBatchRewards();
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return;
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}
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if (isSmeltingState || SmeltPoolEquipments.Count <= 0)
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{
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return;
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}
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isSmeltingState = true;
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smeltCompletedState = false;
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gamesCompletedForCurrentBatchState = 0;
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gamesRequiredForCurrentBatchState = Mathf.Max(1, Mathf.CeilToInt(SmeltPoolEquipments.Count / 20f));
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int totalFragments = CalculateTotalFragmentsForCurrentPool();
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pendingDirectFragmentsState = Mathf.FloorToInt(totalFragments * 0.7f);
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pendingStoredFragmentsState = Mathf.Max(0, totalFragments - pendingDirectFragmentsState);
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ConsumeCurrentPoolEquipments();
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RefreshAllUi();
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RefreshAllEquipBags();
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}
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private void HandleQuickFinishClicked()
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{
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if (!isSmeltingState || smeltCompletedState)
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{
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return;
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}
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int cost = GetQuickFinishCost();
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if (!PlayerEconomyLedger.EnsureInstance().TrySpendCoins(cost))
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{
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return;
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}
|
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gamesCompletedForCurrentBatchState = gamesRequiredForCurrentBatchState;
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smeltCompletedState = true;
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RefreshAllUi();
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}
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private void HandleSettlementCompleted()
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{
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if (!isSmeltingState || smeltCompletedState)
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{
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return;
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}
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gamesCompletedForCurrentBatchState = Mathf.Min(gamesRequiredForCurrentBatchState, gamesCompletedForCurrentBatchState + 1);
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if (gamesCompletedForCurrentBatchState >= gamesRequiredForCurrentBatchState)
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{
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smeltCompletedState = true;
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}
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RefreshAllUi();
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}
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private void ClaimCurrentBatchRewards()
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{
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if (!smeltCompletedState)
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{
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return;
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}
|
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if (pendingDirectFragmentsState > 0)
|
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{
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PlayerEconomyLedger.EnsureInstance().AddMaterial(pendingDirectFragmentsState);
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}
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storedSmeltEnergyState = Mathf.Clamp(storedSmeltEnergyState + pendingStoredFragmentsState, 0, GetSmeltStorageCapacity());
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|
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pendingDirectFragmentsState = 0;
|
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pendingStoredFragmentsState = 0;
|
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gamesRequiredForCurrentBatchState = 0;
|
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gamesCompletedForCurrentBatchState = 0;
|
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isSmeltingState = false;
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smeltCompletedState = false;
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if (d_mf_Amount != null)
|
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{
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d_mf_Amount.text = "0";
|
||||
}
|
||||
|
||||
if (s_mf_Amount != null)
|
||||
{
|
||||
s_mf_Amount.text = "0";
|
||||
}
|
||||
|
||||
RefreshAllUi();
|
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RefreshAllEquipBags();
|
||||
}
|
||||
|
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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) ? "未命名奖励" : 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;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51eaa69f0e6f47a48a3391b66f902d8b
|
||||
Reference in New Issue
Block a user