feat(battle-engine): grow god-object + VFX-container shim surface
GameMgr (managers/setting/flags), UIManager (GetInstance + scene/dialog/loading surface), EffectMgr (Start/effect lifecycle), VfxMgr + VfxWithLoading(Sequential) register methods -- signatures mirrored from decomp. 15.9k -> 10.0k errors.
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@@ -1,12 +1,15 @@
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// AUTHORED SHIM (not copied). The god-object singletons the engine reaches for
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// presentation/scene/effects. These are the M0 "stop the bleed" types: copying
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// them would re-explode the closure into the whole app (audio, scene, UI, net),
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// so we shim a minimal surface. The nested enums below are presentation
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// classifiers used only inside never-run VFX actions (IsForecast suppresses VFX),
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// so their VALUES are immaterial to game state -- but the symbols the engine
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// references must exist to compile. Members listed are exactly those the compiler
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// demanded (extracted from the copied engine, not guessed).
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// (Global namespace: the decomp root files declare no namespace.)
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// presentation/scene/effects/sound/data. These are the M0 "stop the bleed" types:
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// copying them re-explodes the closure into the whole app (audio, scene, UI, net),
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// so we shim a minimal surface. Manager GETTERS return the (copied) manager types as
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// null fields -- the engine only dereferences them inside never-run VFX (IsForecast
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// suppresses VFX) or non-battle code paths, so a null is harmless headless and avoids
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// constructing copied types with heavy ctors. Member signatures mirror the decomp
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// exactly (extracted, not guessed) so call sites compile unchanged.
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EffectMgr
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{
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@@ -26,16 +29,120 @@ public class EffectMgr
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CMN_RESULT_LVUP_1, CMN_RESULT_MATCH_1, CMN_RESULT_ORB_1, CMN_RESULT_ORB_2,
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CMN_RESULT_RANKDOWN_1, CMN_RESULT_RANKUP_1, CMN_RESULT_TIERUP_1,
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CMN_START_CARD_1, CMN_START_VS_1, CMN_START_VS_ST2,
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CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6,
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CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6, CMN_CLASS_APPEAR_1,
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}
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public enum MoveType { NONE, DIRECT, DIRECT_HAND, DIRECT_LEADER }
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public enum TargetType { NONE, NONE_WAIT, SINGLE, SINGLE_ONLY_OPPONENT, AREA_ALL, AREA_OPPONENT, AREA_SELF }
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public enum EngineType { NONE, SHURIKEN, SOLID }
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public GameObject EffectContainer => null;
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public bool IsPlayerBattleEffectReady => true;
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public bool IsEnemyBattleEffectReady => true;
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public bool IsPreInEffectReady => true;
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public bool IsFieldEffectReady => true;
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public bool IsBattleUIEffectReady => true;
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public Effect Start(EffectType type, Vector3 pos, Quaternion rot, int layer = -1) => null;
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public Effect Start(EffectType type, Vector3 pos, GameObject obj = null) => null;
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public Effect Start(EffectType type, float posX, float posY) => null;
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public Effect Start(EffectType type) => null;
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public Effect StartTouchEffect(EffectType type, float posX, float posY) => null;
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public Effect StartBuff(EffectType type, GameObject obj) => null;
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public Effect StartBuffLookAt(EffectType type, GameObject fromObject, GameObject toObject) => null;
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public Effect StartBuffLookAtCamera(EffectType type, GameObject fromObject, Camera toCamera) => null;
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public Effect StopBuff(EffectType type, GameObject obj) => null;
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public Effect FadePlay(GameObject obj, float posX, float posY) => null;
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public Effect FadeStop(GameObject obj) => null;
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public Effect FadeStop(EffectType type) => null;
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public Effect Stop(EffectType type) => null;
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public List<string> InitCommonEffect(string filePath, bool isBattle = false, bool isField = false, bool isBattleEffect = false, Action callback = null) => new List<string>();
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public List<string> SetUIParticleShader(List<GameObject> effectObjList, Action callback, bool isBattle = false, bool isField = false) => new List<string>();
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public List<string> SetUIParticleShader(GameObject effectObj, Action callback, bool isBattle = false, bool isField = false) => new List<string>();
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public List<string> LoadUIParticleShader(GameObject effectObj, Action callback, bool isBattle) => new List<string>();
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public void SetOnlyUIParticleShader(GameObject effectObj) { }
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public void SetParticleShader(GameObject effectObj) { }
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public void ChangeMaskShader(GameObject effectObj, int stencil = 1) { }
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public void InitBattleEffect() { }
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public void InitEnemyBattleEffect() { }
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public void DisposeLatestMadeEffects() { }
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public void ClearLastCacheEffect() { }
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public void SetupEffectContainer() { }
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public void DestroyBattleEffectContainer() { }
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public void ImmediateDestroyBattleEffectContainer() { }
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public void ClearBattleFeildEffect() { }
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public void RestUnneededEffect() { }
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public EffectBattle GetEffectBattle(string key) => null;
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public EffectBattle GetEnemyEffectBattle(string key) => null;
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public static MoveType ToStrMoveType(string str) => MoveType.NONE;
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public static EngineType ToStrEngineType(string str) => EngineType.NONE;
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public static TargetType ToStrTargetType(string str) => TargetType.NONE;
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}
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public class GameObjMgr { }
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public class GameMgr
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{
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public static GameMgr GetIns() => _ins ??= new GameMgr();
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private static GameMgr _ins;
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public GameObject m_GameManagerObj;
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public bool IsNewReplayBattle;
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public bool IsAdmin;
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public bool IsWatchHandInvisible;
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public float ScreenAspect = 1.777f;
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public DateTime AnnounceTime;
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public Wizard.RankWinnerReward _rankWinnerReward;
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public bool IsAdminWatch => false;
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public bool IsWatchBattle => false;
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public bool IsReplayBattle => false;
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public bool IsNetworkBattle => false;
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public bool IsAINetwork => false;
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public bool IsPuzzleQuest => false;
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private EffectMgr _effect;
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private SoundMgr _sound;
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private DataMgr _data;
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private GameObjMgr _gameObj = new GameObjMgr();
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private PrefabMgr _prefab;
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private InputMgr _input;
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private BattleControl _battleCtrl;
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private NetworkUserInfoData _netUser;
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public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
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public SoundMgr GetSoundMgr() => _sound;
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public DataMgr GetDataMgr() => _data;
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public GameObjMgr GetGameObjMgr() => _gameObj;
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public PrefabMgr GetPrefabMgr() => _prefab;
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public InputMgr GetInputMgr() => _input;
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public BattleControl GetBattleCtrl() => _battleCtrl;
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public NetworkUserInfoData GetNetworkUserInfoData() => _netUser;
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public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData;
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public Wizard.MailTopTask GetMailTopTask() => null;
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public Wizard.MyPageTask GetMyPageTask() => null;
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public Wizard.DeckUpdateTask GetDeckUpdateTask() => null;
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public Wizard.CardDestructTask GetCardDestructTask() => null;
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public Wizard.CardCreateTask GetCardCreateTask() => null;
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public Wizard.MissionInfoTask GetMissionInfoTask() => null;
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public static void CreateIns() { _ins ??= new GameMgr(); }
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public void CreateMgrIns(GameObject gameobj) { }
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public void BuildDeckData() { }
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public void DestroyBattleManagements() { }
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public void Init() { }
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public void InitializeSelfInfo() { }
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public void SettingSelfInfo(Dictionary<string, object> info, bool isWatchReplayRecovery) { }
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public void SettingOpponentInfo(Dictionary<string, object> info, bool isWatchReplayRecovery) { }
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public void SettingBattleStartSelfInfo(Dictionary<string, object> info) { }
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public void SettingBattleStartOpponentInfo(Dictionary<string, object> info) { }
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public void SettingSelfDeck(List<object> info) { }
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public bool IsUseUnapprovedList(bool isPlayer) => false;
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}
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public class UIManager
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{
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public static UIManager GetIns() => _ins ??= new UIManager();
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public static UIManager GetInstance() => _ins ??= new UIManager();
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public static UIManager GetIns() => GetInstance();
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private static UIManager _ins;
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public enum ViewScene
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@@ -46,16 +153,57 @@ public class UIManager
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NeutralPopularityVote, Profile, QuestSelectionPage, RankMatch, Room,
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StorySelectPage, StorySelectionWorld, TwoPick,
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}
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public class ChangeViewSceneParam { }
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public class ChangeViewSceneParam { public ChangeViewSceneParam() { } }
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public Camera UIRootLoadingCamera;
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public Dictionary<ViewScene, ChangeViewSceneParam> TopBarBackParameterDict = new Dictionary<ViewScene, ChangeViewSceneParam>();
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public Footer _Footer => null;
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public bool IsTouchable => true;
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public Camera getCamera() => null;
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public GameObject gameObject => null;
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public Coroutine StartCoroutine(IEnumerator routine) => null;
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public UIBase GetUIBase(ViewScene scene) => null;
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public T GetCurrentSceneParam<T>() where T : class => null;
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public void ChangeViewScene(ViewScene nextScene, ChangeViewSceneParam param = null, object sceneParam = null) { }
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public void Force_Increment_LockCountChangeView() { }
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public void Force_Decrement_LockCountChangeView() { }
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public ViewScene GetCurrentScene() => ViewScene.Battle;
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public bool IsCurrentScene(ViewScene scene) => false;
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public UIBase GetUiBaseOfCurrentScene() => null;
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public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => null;
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public DialogBase CreateConfirmationDialog(string message) => null;
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public void dialogAllClear() { }
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public bool isOpenDialog() => false;
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public bool isOpenLoading() => false;
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public void closeInSceneLoading(bool force = true) { }
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public void createInSceneCenterLoading(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
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public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
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public LoadingInScene CloseInSceneLoadingMatching() => null;
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public LoadingInScene createInSceneLoadingBattle(bool notBlack = false, bool notCollider = false) => null;
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public LoadingInScene CloseInSceneLoadingBattle() => null;
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public bool isFading() => false;
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public bool IsActiveFirstTips() => false;
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public VideoHostingHUD GetVideoHostingHUD() => null;
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public void setBackScene(GameObject obj, ViewScene backScene) { }
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public static void ApplicationQuit() { }
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public static void SetObjectToGrey(GameObject o, bool b) { }
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public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
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public class CreatFade { }
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public void CreatFadeOpen() { }
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public void CreatFadeBlack() { }
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public Wizard.RankWinnerReward createRankWinnerReward() => null;
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}
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public class GameMgr
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public class Footer { }
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public class VideoHostingHUD { }
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namespace Wizard
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{
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public static GameMgr GetIns() => _ins ??= new GameMgr();
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private static GameMgr _ins;
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public bool IsAdminWatch => false;
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public bool IsWatchBattle => false;
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public bool IsReplayBattle => false;
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public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
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private EffectMgr _effect;
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// RankWinnerReward, CardDestructTask, CardCreateTask, MissionInfoTask already exist
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// in the copied set (declared in other files) -- only these three were missing.
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public class MailTopTask { }
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public class MyPageTask { }
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public class DeckUpdateTask { }
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}
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@@ -67,11 +67,18 @@ namespace Wizard.Battle.View.Vfx
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public class VfxWithLoading : SequentialVfxPlayer
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{
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public static new VfxWithLoading Create() => new VfxWithLoading();
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public virtual VfxBase LoadingVfx => NullVfx.GetInstance();
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public virtual VfxBase MainVfx => NullVfx.GetInstance();
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}
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public class VfxWithLoadingSequential : SequentialVfxPlayer
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public class VfxWithLoadingSequential : VfxWithLoading
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{
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public static new VfxWithLoadingSequential Create() => new VfxWithLoadingSequential();
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public override VfxBase LoadingVfx => NullVfx.GetInstance();
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public override VfxBase MainVfx => NullVfx.GetInstance();
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public void RegisterToLoadingVfx(VfxBase vfxToRegister) { }
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public void RegisterToMainVfx(VfxBase vfxToRegister) { }
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public void RegisterVfxWithLoading(VfxWithLoading vfxWithLoadingToRegister) { }
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}
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// Non-generic base (engine references bare `VfxWith` as well as the generics).
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@@ -107,8 +114,17 @@ namespace Wizard.Battle.View.Vfx
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// when IsForecast; we no-op unconditionally since we never pump the render loop).
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public class VfxMgr
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{
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public virtual bool IsEnd => true;
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public string CurrentVfxName => "";
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public int CurrentVfxTime => 0;
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public void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
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public void Register<T>(T vfx) where T : VfxBase { }
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public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
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public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
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public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
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public virtual void Update(float dt) { }
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public virtual void Cancel() { }
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public void Dispose() { }
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public void Clear() { }
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}
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}
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