feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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136
SVSim.BattleEngine/Engine/AreaSelectChapterEffect.cs
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136
SVSim.BattleEngine/Engine/AreaSelectChapterEffect.cs
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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public class AreaSelectChapterEffect
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{
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private static readonly Vector3 EFFECT_SCALE = new Vector3(320f, 320f, 320f);
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private AreaSelectUI _areaSelectUI;
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private List<string> _loadedResources = new List<string>();
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private bool _isLoadEnd = true;
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private Transform _effectParent;
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private Dictionary<string, ParticleSystem> _effectList = new Dictionary<string, ParticleSystem>();
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private string _playingEffect = "";
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public bool GetLoadEnd()
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{
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return _isLoadEnd;
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}
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public void Init(AreaSelectUI areaselectUI, Transform effectParent)
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{
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_areaSelectUI = areaselectUI;
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_effectParent = effectParent;
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_playingEffect = "";
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}
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public void Term()
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{
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foreach (KeyValuePair<string, ParticleSystem> effect in _effectList)
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{
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ParticleSystem value = effect.Value;
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if (!(null == value))
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{
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Object.Destroy(value.gameObject);
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}
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}
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_effectList.Clear();
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_playingEffect = "";
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}
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public void LoadEffect(List<StoryChapterData> chapterDataList)
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{
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_isLoadEnd = false;
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string path = "";
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int i = 0;
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for (int count = chapterDataList.Count; i < count; i++)
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{
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path = chapterDataList[i].ChapterEffectPath;
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if (!string.IsNullOrEmpty(path) && !_effectList.ContainsKey(path))
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{
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_effectList.Add(path, null);
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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}
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_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, delegate
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{
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List<GameObject> list = new List<GameObject>(_effectList.Count);
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int j = 0;
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for (int count2 = chapterDataList.Count; j < count2; j++)
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{
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path = chapterDataList[j].ChapterEffectPath;
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if (!string.IsNullOrEmpty(path) && !(null != _effectList[path]))
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{
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GameObject gameObject = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject;
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if (!(null == gameObject))
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{
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_effectList[path] = Object.Instantiate(gameObject).GetComponent<ParticleSystem>();
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_effectList[path].transform.parent = _effectParent;
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_effectList[path].transform.localPosition = Vector3.zero;
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_effectList[path].transform.localScale = EFFECT_SCALE;
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_effectList[path].gameObject.SetActive(value: false);
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list.Add(_effectList[path].gameObject);
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}
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}
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}
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_loadedResources.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
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{
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_isLoadEnd = true;
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}));
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}));
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}
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public void UnLoadEffect()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
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_loadedResources.Clear();
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}
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public void PlayEffect(string path, Vector3 pos)
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{
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if (!string.IsNullOrEmpty(path) && !(_playingEffect == path) && _effectList.ContainsKey(path) && !(null == _effectList[path]))
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{
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_effectList[path].gameObject.SetActive(value: true);
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_effectList[path].Play();
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_effectList[path].transform.localPosition = pos;
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_playingEffect = path;
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SetParticleSystemsSpeed(1f);
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}
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}
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public void StopEffect(float? simulationSpeedAfterStop)
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{
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if (_effectList.ContainsKey(_playingEffect) && !(null == _effectList[_playingEffect]))
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{
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if (simulationSpeedAfterStop.HasValue)
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{
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SetParticleSystemsSpeed(simulationSpeedAfterStop.Value);
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}
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_effectList[_playingEffect].Stop();
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_playingEffect = "";
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}
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}
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public string GetPlayingEffect()
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{
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return _playingEffect;
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}
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private void SetParticleSystemsSpeed(float speed)
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{
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ParticleSystem.MainModule main = _effectList[_playingEffect].main;
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main.simulationSpeed = speed;
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ParticleSystem[] componentsInChildren = _effectList[_playingEffect].GetComponentsInChildren<ParticleSystem>();
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for (int i = 0; i < componentsInChildren.Length; i++)
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{
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ParticleSystem.MainModule main2 = componentsInChildren[i].main;
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main2.simulationSpeed = speed;
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}
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}
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}
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