Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/PuzzleQuestSelectDialog.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

171 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using LitJson;
using UnityEngine;
namespace Wizard;
public class PuzzleQuestSelectDialog : MonoBehaviour
{
public class DisplayData
{
public PuzzleQuestData Data;
public int Difficulty;
public bool IsCleared;
public bool IsAdditional;
public bool IsUnlocked;
public bool IsDisplayNew;
public string UnlockConditionText;
}
[SerializeField]
private GameObject _groupOrigin;
[SerializeField]
private Transform _groupParent;
private Action<PuzzleQuestData, int> _onDecide;
private const int DIFFICULTY_COUNT = 4;
private const int BATTLE_CONFIRM_DIALOG_DEPTH = 20;
public static List<string> CollectResourcePath(List<DisplayData> displayDataList)
{
List<string> list = new List<string>();
foreach (int item in displayDataList.Select((DisplayData data) => data.Data.PlayerSkin).Distinct())
{
list.Add(Toolbox.ResourcesManager.GetAssetTypePath(item.ToString(), ResourcesManager.AssetLoadPathType.DeckListTexture));
}
return list;
}
public static List<DisplayData> CreateDisplayData(bool isDisplayNew, JsonData jsonData)
{
List<DisplayData> list = new List<DisplayData>();
for (int i = 0; i < jsonData.Count; i++)
{
JsonData jsonData2 = jsonData[i];
int id = jsonData2["puzzle_id"].ToInt();
PuzzleQuestData puzzleQuestData = Data.Master.PuzzleQuestDataList.Find((PuzzleQuestData item) => item.Id == id);
if (puzzleQuestData == null)
{
Debug.LogError($"unknown puzzle quest id : {id}");
continue;
}
bool valueOrDefault = jsonData2.GetValueOrDefault("is_additional", defaultValue: false);
bool valueOrDefault2 = jsonData2.GetValueOrDefault("is_playable", defaultValue: true);
string valueOrDefault3 = jsonData2.GetValueOrDefault("release_condition_text_id", string.Empty);
list.Add(new DisplayData
{
Data = puzzleQuestData,
Difficulty = jsonData2["puzzle_difficulty"].ToInt(),
IsCleared = jsonData2["is_cleared"].ToBoolean(),
IsAdditional = valueOrDefault,
IsUnlocked = valueOrDefault2,
IsDisplayNew = (isDisplayNew && valueOrDefault && valueOrDefault2),
UnlockConditionText = GetUnlockConditionText(valueOrDefault3)
});
}
return list;
}
public static DialogBase CreateDialog(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
{
DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
dialog.SetTitleLabel(Data.SystemText.Get("Puzzle_SelectDialog_0001"));
dialog.SetSize(DialogBase.Size.XL);
dialog.SetButtonLayout(DialogBase.ButtonLayout.NONE);
GameObject gameObject = UnityEngine.Object.Instantiate((GameObject)Resources.Load("UI/layoutParts/Dialog/PuzzleQuestSelectDialog"));
gameObject.GetComponent<PuzzleQuestSelectDialog>().Setup(info, delegate(PuzzleQuestData data, int difficulty)
{
onDecide(data, difficulty);
dialog.Close();
});
dialog.SetObj(gameObject);
return dialog;
}
private void Setup(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
{
_onDecide = onDecide;
List<List<DisplayData>> list = CreateOrderedDisplayDataList(info.DisplayDatas);
_groupOrigin.gameObject.SetActive(value: true);
float num = 0f;
foreach (List<DisplayData> item in list)
{
PuzzleQuestSelectGroup component = UnityEngine.Object.Instantiate(_groupOrigin, _groupParent).GetComponent<PuzzleQuestSelectGroup>();
component.Setup(info.GetDifficultyName(item[0].Difficulty), item, OnClickItem);
UIUtil.SetLocalPositionY(component.transform, num);
num -= component.GetHeight();
}
_groupParent.GetComponent<UIScrollView>().ResetPosition();
_groupOrigin.gameObject.SetActive(value: false);
}
private List<List<DisplayData>> CreateOrderedDisplayDataList(List<DisplayData> displayDataList)
{
List<List<DisplayData>> list = new List<List<DisplayData>>(4);
List<List<DisplayData>> list2 = new List<List<DisplayData>>(4);
int i = 0;
while (i < 4)
{
List<DisplayData> list3 = displayDataList.Where((DisplayData data) => data.Difficulty == i).ToList();
if (list3.Count != 0)
{
if (list3.All((DisplayData data) => data.IsCleared))
{
list2.Add(list3);
}
else
{
list.Add(list3);
}
}
int num = i + 1;
i = num;
}
list.AddRange(list2);
return list;
}
private void OnClickItem(DisplayData displayData)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetTitleLabel(Data.SystemText.Get("Common_0021"));
dialogBase.SetSize(DialogBase.Size.S);
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
dialogBase.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Common_0005"));
dialogBase.SetPanelDepth(20);
dialogBase.ClickSe_Btn1 = Se.TYPE.SYS_BTN_DECIDE_TRANS;
dialogBase.onPushButton1 = delegate
{
_onDecide(displayData.Data, displayData.Difficulty);
};
string text = string.Format(arg0: Data.SystemText.Get(displayData.Data.QuestNameTextId), format: Data.SystemText.Get("Puzzle_SelectDialog_0002"));
if (displayData.IsCleared)
{
text = text + "\n" + Data.SystemText.Get("Puzzle_SelectDialog_0003");
}
dialogBase.SetText(text);
}
private static string GetUnlockConditionText(string textId)
{
if (!(textId != string.Empty))
{
return null;
}
return Data.SystemText.Get(textId);
}
}