port(m1): wave 7f — VFX containers / Create factories / dropped event / ctor cascade (112->88)
- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList, VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at NullVfx.GetInstance() (it called a non-existent NullVfx.Create). - Static factories: SkillTargetSelectTouchProcessor.Create (10-arg), DialogReportToManagement.Create(long). - Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the recurring session-6 gap; generator event-capture fix still pending). - Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy their implicit base() call. - Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -56,6 +56,7 @@ namespace Wizard.Battle.View.Vfx
|
||||
{ var p = new SequentialVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
|
||||
public void Register(VfxBase vfx) { if (vfx != null) _children.Add(vfx); }
|
||||
public int Count() => _children.Count;
|
||||
public List<VfxBase> GetAllVfxAsList() => new List<VfxBase>(_children);
|
||||
public override bool IsVfxNonEmpty()
|
||||
{
|
||||
foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
|
||||
@@ -70,6 +71,7 @@ namespace Wizard.Battle.View.Vfx
|
||||
{ var p = new ParallelVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
|
||||
public static ParallelVfxPlayer Create(params VfxBase[] vfxCollection)
|
||||
{ var p = new ParallelVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
|
||||
public List<VfxBase> GetVfxList() => new List<VfxBase>(_children);
|
||||
}
|
||||
|
||||
public class VfxWithLoading : SequentialVfxPlayer
|
||||
@@ -115,6 +117,10 @@ namespace Wizard.Battle.View.Vfx
|
||||
public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
|
||||
}
|
||||
|
||||
// m1_stub_gen drops `event` decls (session-6 gap) — re-add StartSkillSelectVfx.OnStart
|
||||
// that its generated stub lost. Re-check this if CS1061 on an event name recurs.
|
||||
public partial class StartSkillSelectVfx { public event System.Action OnStart; }
|
||||
|
||||
public class EvolveVfxBase : VfxBase { }
|
||||
public partial class CanNotTouchCardVfx : VfxBase { }
|
||||
|
||||
@@ -133,6 +139,7 @@ namespace Wizard.Battle.View.Vfx
|
||||
public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
|
||||
public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
|
||||
public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
|
||||
public static void CheckAndAddEffectVfxList(VfxBase vfx, List<IEffectVfx> effectVfxList) { }
|
||||
public virtual void Update(float dt) { }
|
||||
public virtual void Cancel() { }
|
||||
public void Dispose() { }
|
||||
|
||||
Reference in New Issue
Block a user