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.
This commit is contained in:
346
SVSim.BattleEngine/Engine/BattlePlayer.cs
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346
SVSim.BattleEngine/Engine/BattlePlayer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.Player.Emotion;
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using Wizard.Battle.UI;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class BattlePlayer : BattlePlayerBase
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{
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private readonly Vector3 FIELD_CENTER_POSITION = new Vector3(0f, -0.3f, 0f);
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private BattleUIContainer _battleUIContainer;
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protected CanNotTouchCardVfx _canNotTouchCardVfx;
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public bool _isPlayerActive;
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public int PlayCardTouchCount;
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public bool IsTimeOverTurnEndProcessing;
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public bool IsDuringChoiceBrave;
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public override bool IsGameFirst => base.BattleMgr.IsFirst;
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public override bool IsPlayer => true;
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public override IBattlePlayerView BattleView => PlayerBattleView;
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public virtual IPlayerView PlayerBattleView { get; protected set; }
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public override IEmotion Emotion => PlayerEmotion;
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public IPlayerEmotion PlayerEmotion { get; protected set; }
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public bool IsTurnStartEffectNotFinished { get; set; }
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public override bool CanChoiceBraveThisTurn
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{
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get
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{
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if (!base.IsAlreadyChoiceBraveInThisTurn && !IsTimeOverTurnEndProcessing)
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{
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return base.IsChoiceBraveEffectTiming;
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}
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return false;
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}
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}
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public override bool CanChoiceBrave
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{
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get
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{
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if (CanChoiceBraveThisTurn && base.CanPlayAnyChoiceBraveCard && BattleView.IsTouchable() && !BattleView.IsSelecting && !CantPlayChoiceBrave)
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{
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return !PlayerBattleView.IsMoving();
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}
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return false;
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}
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}
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public event Func<VfxBase> OnAfterPlayerTurnStart;
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public event Action OnPlayerActive;
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public event Action<List<BattleCardBase>> OnMulliganEndForReplay;
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public BattlePlayer(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
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: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
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{
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}
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protected override void Initialize()
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{
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PlayerBattleView = new BattlePlayerView(this);
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}
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protected override void CreateSelfBattleCard()
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{
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PlayerClassBattleCard item = new PlayerClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(_isPlayer: true, 20, this, base.BattleMgr.BattleEnemy, base.BattleMgr, base.BattleMgr.BattleResourceMgr));
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base.ClassAndInPlayCardList.Add(item);
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}
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public override void Setup(BattlePlayerBase opponentBattlePlayer)
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{
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if (_battleUIContainer == null && !(this is VirtualBattlePlayer) && (base.IsSelfTurn || IsTurnStartEffectNotFinished))
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{
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_battleUIContainer = base.BattleMgr.BattleUIContainer;
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_battleUIContainer.DisableMenu();
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}
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PlayerEmotion = _innerOptionsBuilder.CreatePlayerEmotion((IClassBattleCardView)base.Class.BattleCardView);
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base.OnTurnEnd += (SkillProcessor skill) => InstantVfx.Create(delegate
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{
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if (!GameMgr.GetIns().IsWatchBattle)
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{
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PlayerBattleView.TurnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
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}
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});
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opponentBattlePlayer.OnTurnStartAfterDraw += () => InstantVfx.Create(delegate
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{
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EnableBattleMenu();
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ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
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if (!turnEndButtonUI.GameObject.activeSelf)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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}
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turnEndButtonUI.GameObject.SetActive(value: true);
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turnEndButtonUI.EnableButton();
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turnEndButtonUI.HideBtn();
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turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
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});
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base.Setup(opponentBattlePlayer);
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}
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public override void SetupClone(BattlePlayerBase sourceBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer, CloneActualFlags cloneFlags)
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{
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sourceBattlePlayer.CopyToVirtualBase(this, virtualOpponentBattlePlayer, cloneFlags);
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}
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public override void SetupCardEvent(BattleCardBase card)
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{
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base.SetupCardEvent(card);
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card.OnPlay += delegate
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{
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foreach (BattleCardBase item in base.HandCardList.Where((BattleCardBase c) => c != card))
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{
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item.BattleCardView.UpdateMovability();
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}
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BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
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return NullVfx.GetInstance();
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};
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}
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public override VfxBase TurnStart()
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{
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VfxBase vfxBase = base.TurnStart();
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if (base.BattleMgr.IsRecovery)
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{
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EnableBattleMenu();
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if (base.IsSelfTurn)
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{
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_isPlayerActive = true;
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}
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}
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return SequentialVfxPlayer.Create(vfxBase, InstantVfx.Create(PlayerBattleView.UpdateTurnEndPulseEffect));
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}
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public void TurnStartEffectEnd()
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{
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IsTurnStartEffectNotFinished = false;
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}
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private void EnableBattleMenu()
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{
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if (_battleUIContainer != null)
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{
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_battleUIContainer.EnableMenu();
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}
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}
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public override VfxBase StartTurnControl(string log = "")
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{
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if (_canNotTouchCardVfx == null)
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{
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_canNotTouchCardVfx = new CanNotTouchCardVfx();
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BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
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}
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if (GameMgr.GetIns().IsNetworkBattle)
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{
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NetworkBattleManagerBase networkBattleManagerBase = BattleManagerBase.GetIns() as NetworkBattleManagerBase;
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if (networkBattleManagerBase.turnEndTimeController != null)
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{
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networkBattleManagerBase.turnEndTimeController.AddTurnEndTimerLog("TurnStart" + log);
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}
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}
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PlayerEmotion.ResetPlayCount();
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Turn++;
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SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(PlayerBattleView.EpIcon);
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VfxBase vfx = TurnStart();
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sequentialVfxPlayer.Register(vfx);
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VfxBase allFuncVfxResults = this.OnAfterPlayerTurnStart.GetAllFuncVfxResults();
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this.OnAfterPlayerTurnStart = null;
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sequentialVfxPlayer.Register(allFuncVfxResults);
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VfxBase vfx2 = base.BattleMgr.JudgeBattleResult();
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sequentialVfxPlayer.Register(vfx2);
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return sequentialVfxPlayer;
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}
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public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
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{
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base.UsePp(pp);
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if (BattleManagerBase.IsForecast)
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{
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return NullVfx.GetInstance();
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}
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int pp2 = base.Pp;
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Vector3 zero = Vector3.zero;
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zero = BattleView.GetPPLabelPosition();
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return m_vfxCreator.CreateUsePp(pp2, base.PpTotal, zero, isNewReplayMoveTurn);
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}
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protected override VfxBase TurnStartDrawCard(SkillProcessor skillProcessor)
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{
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int drawCount = ((IsGameFirst || Turn != 1) ? 1 : 2);
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VfxWith<IEnumerable<BattleCardBase>> vfxWith = RandomCardDraw(drawCount, skillProcessor);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(vfxWith.Vfx);
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sequentialVfxPlayer.Register(CardDrawVfx(vfxWith.Value));
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BattleLogManager.GetInstance().AddLogOverDrawCards(vfxWith.Value.Where((BattleCardBase s) => !s.IsInHand).ToList());
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return sequentialVfxPlayer;
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}
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public override VfxBase TurnEnd()
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{
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bool flag = false;
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if (BattleManagerBase.GetIns().VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
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{
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base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
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flag = true;
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}
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_isPlayerActive = false;
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(base.TurnEnd());
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foreach (BattleCardBase handCard in base.HandCardList)
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{
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handCard.BattleCardView.HideCanPlayEffect();
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}
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.NowTurnEvol = true;
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}));
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if (IsTimeOverTurnEndProcessing && !flag)
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{
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
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}));
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}
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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IsTimeOverTurnEndProcessing = false;
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}));
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return sequentialVfxPlayer;
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}
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public override void HandCardToField(BattleCardBase targetCard, SkillBase skill = null)
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{
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base.HandCardToField(targetCard, skill);
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if (base.HandCardList.Count <= 0)
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{
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base.BattleMgr.VfxMgr.RegisterImmediateVfx(BattleView.HandUnfocus());
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}
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}
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protected override void SetActive()
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{
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PlayerActive();
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this.OnPlayerActive.Call();
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_isPlayerActive = true;
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}
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protected override void PlayerActive()
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{
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TurnStartEffectEnd();
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EnableBattleMenu();
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if (!GameMgr.GetIns().IsWatchBattle && !GameMgr.GetIns().IsReplayBattle)
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{
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ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
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turnEndButtonUI.StartTurnEndCountdown();
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turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
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}
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_canNotTouchCardVfx.End();
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_canNotTouchCardVfx = null;
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if (!IsGameFirst || Turn != 1)
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{
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base.IsChoiceBraveEffectTiming = true;
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PlayerBattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
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}
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}
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public override BattlePlayerBase CreateVirtualPlayer()
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{
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return new VirtualBattlePlayer(base.BattleMgr, base.BattleCamera, base.BackGround);
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}
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public override void UpdateHandCardsPlayability(bool areArrowsForcedOff = false)
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{
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foreach (BattleCardBase handCard in base.HandCardList)
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{
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handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
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handCard.BattleCardView.UpdateMovability();
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}
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if (base.IsSelfTurn && !GameMgr.GetIns().IsNewReplayBattle)
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{
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CantPlayChoiceBrave = areArrowsForcedOff;
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BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
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}
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}
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private bool IsDrawing()
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{
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if (base.HandCardList.Count != 0)
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{
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return base.HandCardList[0].IsOnDraw;
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}
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return false;
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}
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public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase item in cardsToMoveToHand)
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{
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parallelVfxPlayer.Register(item.CreateMoveToHandVfx());
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}
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return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
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{
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UpdateHandCardsPlayability();
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}));
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}
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public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> cards, bool skipShuffle = false, bool isOpenDrawSkill = false)
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{
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return m_vfxCreator.CreateCardDraw(cards, isOpenDrawSkill);
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}
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public override EffectBattle GetSkillEffect(string skillEffectPath)
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{
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return GameMgr.GetIns().GetEffectMgr().GetEffectBattle(skillEffectPath);
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}
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public override Vector3 GetFieldCenterPosition()
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{
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return FIELD_CENTER_POSITION;
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}
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public void CallRecordingMulliganEnd(List<BattleCardBase> cards)
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{
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this.OnMulliganEndForReplay.Call(cards);
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}
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}
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