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.
This commit is contained in:
166
SVSim.BattleEngine/Engine/CommonBackGround.cs
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166
SVSim.BattleEngine/Engine/CommonBackGround.cs
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using System;
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using Cute;
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using UnityEngine;
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public class CommonBackGround : UIBase
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{
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public enum eBGType
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{
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NONE,
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MORNING,
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DAYTIME,
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NIGHTTIME
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}
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private const string LAYER_NAME_FRONT = "FrontUI";
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private const int MorningStartTime = 4;
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private const int DayStartTime = 10;
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private const int NightStartTime = 18;
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private const string MorningTimeBGStr = "bg_mypage_morning";
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private const string DayTimeBGStr = "bg_mypage_day";
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private const string NightTimeBGStr = "bg_mypage_night";
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private static CommonBackGround _instance;
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[SerializeField]
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private UITexture MypageBG;
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[SerializeField]
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private GameObject MagicCircle;
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[SerializeField]
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public ParticleSystem[] BgEffects;
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[SerializeField]
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private GameObject _effectRoot;
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private eBGType _BGType;
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private bool _bgFinishLoad;
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private string _bgPath;
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private EffectSetUp _currentEffectSetup;
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public static CommonBackGround Instance => _instance;
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public eBGType BGType => _BGType;
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public bool IsFinishLod => _bgFinishLoad;
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public bool EffectVisible
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{
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set
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{
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_effectRoot.SetActive(value);
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}
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}
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private void Awake()
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{
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_instance = this;
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}
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protected override void onOpen()
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{
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base.onOpen();
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ChangeMyPageBG();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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_instance = null;
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ReleaseMyPageBG();
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_BGType = eBGType.NONE;
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MagicCircle.GetComponent<UITexture>().mainTexture = null;
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}
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private void ReleaseMyPageBG()
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{
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MypageBG.mainTexture = null;
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Toolbox.ResourcesManager.RemoveAsset(_bgPath);
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_bgPath = "";
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}
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public void ChangeMyPageBG()
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{
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int hour = DateTime.Now.Hour;
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eBGType eBGType;
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string newBgStr;
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if (hour >= 4 && hour < 10)
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{
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eBGType = eBGType.MORNING;
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newBgStr = "bg_mypage_morning";
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}
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else if (hour >= 10 && hour < 18)
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{
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eBGType = eBGType.DAYTIME;
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newBgStr = "bg_mypage_day";
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}
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else
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{
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eBGType = eBGType.NIGHTTIME;
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newBgStr = "bg_mypage_night";
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}
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if (_BGType == eBGType)
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{
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return;
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}
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_bgFinishLoad = false;
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_BGType = eBGType;
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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string newBgPath = resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background);
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resMgr.StartCoroutine_LoadAssetGroupAsync(newBgPath, delegate
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{
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_bgFinishLoad = true;
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MypageBG.mainTexture = resMgr.LoadObject(resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background, isfetch: true)) as Texture;
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if (_bgPath != null)
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{
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resMgr.RemoveAsset(_bgPath);
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}
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_bgPath = newBgPath;
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ChangeBgEffect();
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});
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}
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private void ChangeBgEffect()
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{
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BgEffects[0].gameObject.SetActive(value: false);
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BgEffects[1].gameObject.SetActive(value: false);
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BgEffects[2].gameObject.SetActive(value: false);
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ParticleSystem bgEffectNow = GetBgEffectNow(_BGType);
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bgEffectNow.gameObject.SetActive(value: true);
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_currentEffectSetup = bgEffectNow.GetComponent<EffectSetUp>();
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}
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public ParticleSystem GetBgEffectNow(eBGType myPageBgType)
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{
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return myPageBgType switch
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{
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eBGType.MORNING => BgEffects[2],
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eBGType.DAYTIME => BgEffects[0],
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_ => BgEffects[1],
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};
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}
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public void SetMagicCircle(bool isVisible)
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{
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MagicCircle.SetActive(isVisible);
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}
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public bool IsFinishEffectLoading()
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{
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if (_currentEffectSetup != null)
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{
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return _currentEffectSetup.isFinished;
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}
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return false;
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}
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}
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