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:
170
SVSim.BattleEngine/Engine/Wizard/PuzzleQuestSelectDialog.cs
Normal file
170
SVSim.BattleEngine/Engine/Wizard/PuzzleQuestSelectDialog.cs
Normal file
@@ -0,0 +1,170 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user