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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@@ -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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