for tesst

This commit is contained in:
VDH
2026-01-13 10:55:51 +07:00
parent 61f4660dba
commit 436df8d820
10 changed files with 1423 additions and 45 deletions
@@ -3,10 +3,12 @@ namespace BrewMonster
partial class CECPlayer
{
protected int m_iMoneyCnt; // Amount of money the player has
protected uint m_iMoneyCnt; // Amount of money the player has
protected int m_iMaxMoney;
public int GetMoneyAmount() { return m_iMoneyCnt; }
public uint GetMoneyAmount() { return m_iMoneyCnt; }
public int GetMaxMoneyAmount() { return m_iMaxMoney; }
public void SetMoneyAmount(uint iMoneyCnt) { m_iMoneyCnt = iMoneyCnt; }
public byte GetShapeMask()
{
// restore the original data from 8~15 bit
@@ -543,7 +543,8 @@ namespace BrewMonster.Scripts.Skills
ElementSkill s = ElementSkill.Create((uint)skillID, level);
// giả định GetRequiredSkill() trả về List<KeyValuePair<uint,int>> hoặc IReadOnlyList<...>
Dictionary<uint, int> skills = s.GetRequiredSkill();
if (skills == null || skills.Count == 0)
return null;
foreach (var skill in skills)
{
if (skill.Key != 0)
@@ -586,7 +587,7 @@ namespace BrewMonster.Scripts.Skills
CECSkillPanelChange.enumChangeMask.CHANGE_SKILL_OVERRIDDEN,
skillID,
skillLevel);
EventBus.PublishClass(change);
EventBus.Publish(change);
}
else
{
@@ -594,7 +595,7 @@ namespace BrewMonster.Scripts.Skills
CECSkillPanelChange.enumChangeMask.CHANGE_SKILL_LEVEL_UP,
skillID,
skillLevel);
EventBus.PublishClass(change);
EventBus.Publish(change);
}
}
}
@@ -619,7 +620,7 @@ namespace BrewMonster.Scripts.Skills
SKILL_EVIL, // ɼ / Immortal skill
SKILL_GOD, // ħ / Demonic skill
}
public class CECSkillPanelChange : CECObservableChange
public struct CECSkillPanelChange
{
public enum enumChangeMask
{
@@ -639,5 +640,4 @@ namespace BrewMonster.Scripts.Skills
m_skillLevel = level;
}
}
}
@@ -242,12 +242,13 @@ namespace BrewMonster.Scripts.Skills
}
// ѧϰ󾳽ȼ?
public virtual int GetRequiredRealmLevel() { return 0; }
// ǰ
public virtual Dictionary<uint, int> GetRequiredSkill() => new Dictionary<uint, int>();
// ʾ˳
public virtual int GetShowOrder() { return 0; }
// üܼ
public virtual int SetLevel(int level) { return 0; }
public static int SetLevel(uint id, int level)
{
return SkillWrapper.Instance.SetLevel(id, level);
@@ -11,6 +11,7 @@ namespace BrewMonster
[SerializeField] private UnityEngine.UI.Button okButton;
private void Awake()
{
okButton.onClick.RemoveAllListeners();
okButton.onClick.AddListener(OnOkClicked);
}
private void OnOkClicked()
@@ -46,7 +46,7 @@ namespace BrewMonster.UI
{
m_contentRoot = transform as RectTransform;
}
EventBus.Subscribe<CECSkillPanelChange>(OnModelChange);
CacheTemplateInfo();
HideTemplates();
}
@@ -214,7 +214,7 @@ namespace BrewMonster.UI
subListItem.Show(true);
if (GetSelectedSkillID() == skillID)
{
// 选中时可在此扩展树状展示 / Hook skill tree here if needed
//GetGameUIMan()->m_pDlgSkillAction->ShowSkillTree(skillID);
}
}
@@ -476,13 +476,12 @@ namespace BrewMonster.UI
}
// мܱˣҪ / Handle model change notifications
public void OnModelChange(CECHostSkillModel p, CECSkillPanelChange q)
public void OnModelChange(CECSkillPanelChange q)
{
if (q == null)
/* if (!GetGameUIMan().m_pDlgSkillAction.IsShow())
{
return;
}
}*/
if (q.m_changeMask == CECSkillPanelChange.enumChangeMask.CHANGE_SKILL_OVERRIDDEN)
{
ResetDialog();
@@ -503,7 +502,7 @@ namespace BrewMonster.UI
}
else if (q.m_changeMask == CECSkillPanelChange.enumChangeMask.CHANGE_SKILL_NPC)
{
// NPC变化时原逻辑隐藏技能树 / Original logic hides skill tree when NPC changes
//GetGameUIMan()->m_pDlgSkillAction->Show(false);
}
}
}
@@ -26,10 +26,10 @@ namespace BrewMonster
private void Awake()
{
m_upgradeBtn.onClick.RemoveAllListeners();
m_upgradeBtn.onClick.AddListener(OnCommand_Upgrade);
}
private void OnCommand_Upgrade()
{
CECHostPlayer player = GetHostPlayer();
@@ -142,6 +142,7 @@ namespace BrewMonster
}
else
{
skillIcon.color = Color.white;
/* skillDsc = model.GetSkillDescription(m_skillID, m_curLevel);
reqLevel = GNET::ElementSkill::GetRequiredLevel(m_skillID, m_curLevel);
reqRealmLevel = GNET::ElementSkill::GetRequiredRealmLevel(m_skillID, m_curLevel);*/
@@ -180,13 +181,15 @@ namespace BrewMonster
int needMoney = model.GetSkillMoney(m_skillID, m_curLevel + 1);
int curSp = GetHostPlayer().GetBasicProps().iSP;
int curMoney = GetHostPlayer().GetMoneyAmount();
uint curMoney = GetHostPlayer().GetMoneyAmount();
bool spOK = curSp >= needSp;
bool moneyOK = curMoney >= needMoney;
bool preSkillOK = true;
var requiredSkill = model.GetRequiredSkill(m_skillID, m_curLevel + 1);
if (requiredSkill != null && requiredSkill.Count > 0)
{
foreach (var skill in requiredSkill)
{
if (!model.CheckPreSkillLevel((int)skill.Key, skill.Value))
@@ -195,7 +198,7 @@ namespace BrewMonster
break;
}
}
}
if (spOK && moneyOK && preSkillOK)
{
m_upgradeBtn.interactable = true;
+4 -1
View File
@@ -2165,6 +2165,9 @@ namespace BrewMonster
try
{
var money = GPDataTypeHelper.FromBytes<CSNetwork.GPDataType.cmd_get_own_money>(data);
SetMoneyAmount(money.amount);
var ui = GameObject.FindFirstObjectByType<BrewMonster.Scripts.Managers.EC_InventoryUI>();
if (ui == null)
{
@@ -6330,7 +6333,7 @@ namespace BrewMonster
Info.level = GetMaxLevelSofar();
Info.sp = m_BasicProps.iSP;
Info.money = m_iMoneyCnt;
Info.money = (int)m_iMoneyCnt;
Info.profession = m_iProfession;
Info.rank = m_BasicProps.iLevel2;
Info.realm_level = GetRealmLevel();
+2
View File
@@ -31,6 +31,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
protected override void Awake()
{
base.Awake();
EventBus.Subscribe<CECHostPlayer.NPCINFO>(ShowUINPC);
EventBus.Subscribe<NPCDiedEvent>(TryHideUINPC);
EventBus.Subscribe<MessageBoxEvent>(OnMessageBox);
@@ -57,6 +58,7 @@ public class CECUIManager : MonoSingleton<CECUIManager>
{
EventBus.Unsubscribe<CECHostPlayer.NPCINFO>(ShowUINPC);
EventBus.Unsubscribe<NPCDiedEvent>(TryHideUINPC);
EventBus.Subscribe<MessageBoxEvent>(OnMessageBox);
}
File diff suppressed because one or more lines are too long
+438
View File
@@ -0,0 +1,438 @@
# C++ to C# Unity String Format Conversion Guide
## Overview
This guide explains how to convert the C++ string formatting pattern used in Perfect World Online to C# Unity.
---
## The Original C++ Code
From `DlgSkillSubListItem.cpp`, line 290:
```cpp
int needMoney = CECHostSkillModel::Instance().GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel::Instance().GetSkillSp(m_skillID, m_curLevel + 1);
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
```
### What This Code Does:
1. **Gets skill upgrade costs**: Retrieves the money and skill points needed for the next level
2. **Formats localized string**: Uses `GetStringFromTable(11326)` to get a template string, then formats it with the cost values
3. **Shows confirmation dialog**: Displays a message box with OK/Cancel buttons
4. **Attaches data**: Associates the skill ID with the dialog
---
## The C# Unity Conversion
From `CDlgSkillSubListItem.cs`:
```csharp
// Get the required money and skill points for the next level
int needMoney = CECHostSkillModel.Instance.GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel.Instance.GetSkillSp(m_skillID, m_curLevel + 1);
// Format the confirmation message string
// C++ equivalent: str.Format(GetStringFromTable(11326), needMoney, needSp);
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
// Show confirmation dialog with OK/Cancel buttons
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// Player confirmed - learn the skill
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: null,
skillData: m_skillID
);
```
---
## Key Conversion Patterns
### 1. String Formatting
**C++ (ACString)**:
```cpp
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
```
**C# (string)**:
```csharp
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
```
**Notes**:
- C++'s `ACString::Format()` is a member function
- C#'s `string.Format()` is a static function
- Both use the same placeholder syntax: `%d` (C++) or `{0}`, `{1}` (C#)
- If your string table uses C++ format specifiers, you may need to convert them:
- `%d``{0}`, `{1}` for integers
- `%s``{0}`, `{1}` for strings
- `%f``{0}`, `{1}` for floats
### 2. Message Box with Callbacks
**C++ (Pointer-based)**:
```cpp
PAUIDIALOG pMsgBox;
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL,
A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
// Later, in message handler:
void OnMessageBox_OK(const char* szName) {
if (strcmp(szName, "Game_LearnSkill") == 0) {
PAUIDIALOG pMsgBox = GetGameUIMan()->GetDialog(szName);
int skillID = pMsgBox->GetData();
// Learn skill...
}
}
```
**C# (Callback-based)**:
```csharp
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// This code runs when player clicks OK
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: () => {
// This code runs when player clicks Cancel (optional)
},
skillData: m_skillID
);
```
**Key Differences**:
- C++ uses pointers and manual dialog lookup
- C# uses lambda callbacks (closures) that capture variables
- C# is more straightforward - no need to check dialog names or retrieve data manually
### 3. Localized String Table
**Both versions use the same approach**:
```csharp
// Get localized string template from string table
// String ID 11326 might contain: "学习此技能需要 {0} 金钱和 {1} 技能点,确定学习吗?"
// English: "Learning this skill requires {0} money and {1} skill points, confirm?"
string template = GetStringFromTable(11326);
// Format with actual values
string message = string.Format(template, needMoney, needSp);
// Result: "Learning this skill requires 2480 money and 34200 skill points, confirm?"
```
---
## Complete Example Comparison
### C++ Version (Original)
```cpp
void CDlgSkillSubListItem::OnCommand_Upgrade(const char* szCommand) {
CECHostPlayer* player = GetHostPlayer();
PAUIDIALOG pMsgBox;
// Check player state...
if (player->IsDead() || player->IsSitting() || /* ... */) {
GetGameUIMan()->MessageBox("", GetGameUIMan()->GetStringFromTable(11327),
MB_OK, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
return;
}
// Check learning conditions...
int nCondition = CECHostSkillModel::Instance().CheckLearnCondition(m_skillID);
int nCheckCode = 0;
if (1 == nCondition) {
nCheckCode = 270;
} else if (6 == nCondition) {
nCheckCode = 527;
}
// ... more conditions ...
if (nCheckCode == 0) {
// Show confirmation dialog
int needMoney = CECHostSkillModel::Instance().GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel::Instance().GetSkillSp(m_skillID, m_curLevel + 1);
ACString str;
str.Format(GetStringFromTable(11326), needMoney, needSp);
GetGameUIMan()->MessageBox("Game_LearnSkill", str, MB_OKCANCEL,
A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetData(m_skillID);
if (!GetGameUIMan()->m_pDlgSkillAction->IsReceivedNPCGreeting()) {
CECHostSkillModel::Instance().SendHelloToSkillLearnNPC();
}
} else {
// Show error message
GetGameUIMan()->MessageBox("", GetGameUIMan()->GetStringFromTable(nCheckCode),
MB_OK, A3DCOLORRGBA(255, 255, 255, 160), &pMsgBox);
pMsgBox->SetLife(3);
}
}
// Separate message handler
void CDlgSkillSubListItem::OnMessageBox_OK(const char* szName) {
if (strcmp(szName, "Game_LearnSkill") == 0) {
PAUIDIALOG pMsgBox = GetGameUIMan()->GetDialog(szName);
int skillID = pMsgBox->GetData();
// Send learn skill command to server
CECHostSkillModel::Instance().LearnSkill(skillID);
}
}
```
### C# Unity Version (Converted)
```csharp
private void OnCommand_Upgrade()
{
CECHostPlayer player = GetHostPlayer();
if (player == null)
{
return;
}
var uiManager = CECUIManager.Instance;
var gameUIMan = uiManager.GetInGameUIMan();
// Check player state...
if (player.IsDead() ||
player.IsSitting() ||
player.IsChangingFace() ||
player.IsTrading() ||
player.GetBoothState() != 0 ||
player.IsRooting() ||
player.IsHangerOn() ||
player.GetCurSkill() != null ||
player.IsFighting())
{
uiManager.ShowMessageBox("MessageBox", gameUIMan.GetStringFromTable(11327));
return;
}
// Check learning conditions...
int nCondition = CECHostSkillModel.Instance.CheckLearnCondition(m_skillID);
int nCheckCode = 0;
if (1 == nCondition)
{
nCheckCode = 270;
}
else if (6 == nCondition)
{
nCheckCode = 527;
}
// ... more conditions ...
if (nCheckCode == 0)
{
// Get the required costs
int needMoney = CECHostSkillModel.Instance.GetSkillMoney(m_skillID, m_curLevel + 1);
int needSp = CECHostSkillModel.Instance.GetSkillSp(m_skillID, m_curLevel + 1);
// Format the confirmation message
string confirmMessage = string.Format(GetStringFromTable(11326), needMoney, needSp);
// Show confirmation dialog with inline callback
uiManager.ShowConfirmDialog(
"Game_LearnSkill",
confirmMessage,
onConfirm: () => {
// This runs when player clicks OK
// No need to look up dialog or retrieve data - it's captured in closure
CECHostSkillModel.Instance.LearnSkill(m_skillID);
},
onCancel: null,
skillData: m_skillID
);
// 如果打开对话框时NPC发送的Hello消息没有收到回复,再次发送
// If the NPC Hello message hasn't been received when opening dialog, send again
if (!gameUIMan.IsReceivedNPCGreeting())
{
CECHostSkillModel.Instance.SendHelloToSkillLearnNPC();
}
}
else
{
// Show error message with auto-close after 3 seconds
uiManager.ShowMessageBox("", gameUIMan.GetStringFromTable(nCheckCode), autoCloseTime: 3f);
}
}
```
---
## String Format Examples
### Example 1: Simple Integer Formatting
**C++ String Table Entry (ID 11326)**:
```
"学习此技能需要 %d 金钱和 %d 技能点,确定学习吗?"
```
**C# String Table Entry (ID 11326)** (if you convert to C# format):
```
"学习此技能需要 {0} 金钱和 {1} 技能点,确定学习吗?"
```
**Usage**:
```csharp
string message = string.Format(GetStringFromTable(11326), 2480, 34200);
// Result: "学习此技能需要 2480 金钱和 34200 技能点,确定学习吗?"
// English: "Learning this skill requires 2480 money and 34200 skill points, confirm?"
```
### Example 2: Mixed Types
**String Table**:
```
"Skill: {0}, Level: {1}, Cost: {2:N0} gold"
```
**Usage**:
```csharp
string skillName = "Fireball";
int level = 5;
int cost = 10000;
string message = string.Format(GetStringFromTable(123), skillName, level, cost);
// Result: "Skill: Fireball, Level: 5, Cost: 10,000 gold"
```
### Example 3: With Colors (Unity TextMeshPro)
**C++**:
```cpp
ACString strSp;
strSp.Format(GetStringFromTable(11402), needSp);
if (spOK) {
strSp = l_colorWhite + strSp; // l_colorWhite = "^ffffff"
} else {
strSp = l_colorRed + strSp; // l_colorRed = "^ff0000"
}
```
**C# (Unity TextMeshPro)**:
```csharp
const string l_colorWhite = "<color=#ffffff>";
const string l_colorRed = "<color=#ff0000>";
const string l_colorClose = "</color>";
string strSp = string.Format(GetStringFromTable(11402), needSp);
if (spOK) {
strSp = l_colorWhite + strSp + l_colorClose;
} else {
strSp = l_colorRed + strSp + l_colorClose;
}
```
---
## Common Pitfalls
### ❌ Wrong: Using C++ format specifiers in C#
```csharp
// This won't work if the string uses C++ format specifiers
string template = "Cost: %d gold"; // C++ style
string message = string.Format(template, 1000); // Error!
```
### ✅ Correct: Convert to C# format
```csharp
string template = "Cost: {0} gold"; // C# style
string message = string.Format(template, 1000); // "Cost: 1000 gold"
```
### ❌ Wrong: Forgetting to capture variables in lambda
```csharp
void ShowDialog(int skillID) {
int needMoney = GetMoney(skillID);
// Wrong: using skillID parameter instead of captured value
ShowConfirmDialog("Learn", "Confirm?",
onConfirm: () => {
LearnSkill(skillID); // This captures the parameter, which is fine
}
);
}
```
This is actually correct, but be careful with loop variables:
```csharp
// Dangerous in loops!
for (int i = 0; i < skills.Length; i++) {
int skillID = skills[i];
ShowButton(skillID, () => {
LearnSkill(skillID); // Captures skillID, which changes each iteration
});
}
```
### ✅ Correct: Capture loop variable properly
```csharp
for (int i = 0; i < skills.Length; i++) {
int currentSkillID = skills[i]; // Create a copy for this iteration
ShowButton(currentSkillID, () => {
LearnSkill(currentSkillID); // Captures the copy, safe!
});
}
```
---
## Implementation Checklist
When converting C++ string formatting to C# Unity:
- [ ] Replace `ACString` with `string`
- [ ] Replace `str.Format(...)` with `string.Format(...)`
- [ ] Convert format specifiers if needed (`%d``{0}`)
- [ ] Replace pointer-based message boxes with callback-based dialogs
- [ ] Use lambda expressions to capture context
- [ ] Update color codes for Unity (TextMeshPro uses `<color=#RRGGBB>`)
- [ ] Replace `pMsgBox->SetLife(seconds)` with `autoCloseTime` parameter
- [ ] Remove manual dialog lookup code
- [ ] Keep Chinese comments and add English translations side by side
---
## Summary
The key difference between C++ and C# Unity for string formatting:
| Aspect | C++ | C# Unity |
|--------|-----|----------|
| **String type** | `ACString` | `string` |
| **Format method** | `str.Format(template, args)` | `string.Format(template, args)` |
| **Format specifiers** | `%d`, `%s`, `%f` | `{0}`, `{1}`, `{2}` |
| **Message box** | Pointer + callback lookup | Lambda callbacks |
| **Data passing** | `pMsgBox->SetData(data)` | Closure captures |
| **Colors** | `^ffffff` | `<color=#ffffff>...</color>` |
| **Auto-close** | `pMsgBox->SetLife(seconds)` | `autoCloseTime: seconds` |
The C# version is generally more concise and type-safe thanks to lambda expressions and closure capture!