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:
gamer147
2026-06-05 20:30:59 -04:00
parent 78f310c2b3
commit 824309ec44
472 changed files with 55870 additions and 0 deletions

View File

@@ -0,0 +1,212 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
namespace Wizard;
public class SealedClassSelect : MonoBehaviour
{
[SerializeField]
private UIGrid _classObjectsGrid;
[SerializeField]
private SealedClassSelectObject _classObjectOriginal;
[SerializeField]
private GameObject _effectsRoot;
[SerializeField]
private GameObject _cardDetailRoot;
[SerializeField]
private SealedClassSelectConfirmDialog _classSelectConfirmDialogPrefab;
private readonly List<string> _unloadAssetList = new List<string>();
private readonly Dictionary<int, List<CardListTemplate>> _cardObjectsDic = new Dictionary<int, List<CardListTemplate>>();
private const float CARD_SCALE = 0.64f;
private const float CARD_COLLIDER_SCALE = 0.85f;
private const int CARD_DEPTH_ADD_VALUE = 5;
private CardDetailUI _cardDetailDialog;
private List<CardListTemplate> _cardDetailCardObjectList;
private int _cardDetailCardIndex;
public bool IsReady { get; private set; }
private SealedData SealedData => Data.ArenaData.SealedData;
public void Init()
{
StartCoroutine(InitCoroutine());
}
private IEnumerator InitCoroutine()
{
yield return StartCoroutine(CreateCardObjectsCoroutine());
List<SealedClassSelectLoadRequest> loadRequestList = CreateClassSelectObjects();
List<string> loadAssetList = loadRequestList.SelectMany((SealedClassSelectLoadRequest x) => x.LoadAssetList).ToList();
yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadAssetList, delegate
{
_unloadAssetList.AddRange(loadAssetList);
loadRequestList.ForEach(delegate(SealedClassSelectLoadRequest x)
{
x.LoadEndCallback();
});
}));
IsReady = true;
}
public void Final()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_unloadAssetList);
_unloadAssetList.Clear();
}
private List<SealedClassSelectLoadRequest> CreateClassSelectObjects()
{
List<SealedClassSelectLoadRequest> list = new List<SealedClassSelectLoadRequest>();
foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
{
SealedClassSelectObject component = NGUITools.AddChild(_classObjectsGrid.gameObject, _classObjectOriginal.gameObject).GetComponent<SealedClassSelectObject>();
int classId = classInfo.ClassId;
SealedClassSelectObjectInitParam initParam = new SealedClassSelectObjectInitParam
{
CharaParam = GameMgr.GetIns().GetDataMgr().GetCharaPrmByClassId(classId),
CardObjectList = _cardObjectsDic[classId],
SelectButtonClickCallback = delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
OnSelectClass(classId);
},
EffectRoot = _effectsRoot,
UnloadAssetList = _unloadAssetList
};
list.Add(component.Init(initParam));
}
_classObjectsGrid.Reposition();
return list;
}
private IEnumerator CreateCardObjectsCoroutine()
{
List<int> cardNums = (from x in SealedData.ClassInfoList.SelectMany((SealedClassInfo x) => x.PublishedCardInfoList)
select x.SealedCardId).ToList();
UIManager uiMgr = UIManager.GetInstance();
bool isLoaded = false;
uiMgr.CardLoadSelect(null, cardNums, base.gameObject.layer, is2D: true, delegate
{
isLoaded = true;
});
while (!isLoaded)
{
yield return null;
}
List<UIBase_CardManager.CardObjData> cardList2DObjs = uiMgr.getCardList2DObjs();
List<UIBase_CardManager.CardObjData> list = new List<UIBase_CardManager.CardObjData>(cardList2DObjs);
cardList2DObjs.Clear();
List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
_unloadAssetList.AddRange(new List<string>(cardListAssetPathList));
cardListAssetPathList.Clear();
_cardDetailDialog = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
_cardDetailDialog.ChangeCardMaster(FormatBehaviorManager.GetDefaultBehaviour(Format.Sealed).CardMasterId);
_cardDetailDialog.gameObject.SetActive(value: false);
_cardDetailDialog.OnDragCard = CardDetailDragCallback;
_cardDetailDialog.OnDetailCardUpdate = UpdateCardDetailArrowButtonVisible;
int num = 0;
foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
{
List<CardListTemplate> list2 = new List<CardListTemplate>();
_cardObjectsDic.Add(classInfo.ClassId, list2);
for (int num2 = 0; num2 < classInfo.PublishedCardInfoList.Count; num2++)
{
GameObject cardObject = list[num++].CardObj;
CardListTemplate component = cardObject.GetComponent<CardListTemplate>();
list2.Add(component);
component.SetId(classInfo.PublishedCardInfoList[num2].SealedCardId);
component.SetScale(0.64f);
component.AddDepth(5);
component.HideNum();
int tempIndex = num2;
component.AddColliderToFrame(0.85f).onClick = delegate
{
_cardDetailCardObjectList = list2;
_cardDetailCardIndex = tempIndex;
_cardDetailDialog.OnPushCardDetailOn(cardObject);
};
}
}
}
private void OnSelectClass(int classId)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
OpenClassSelectConfirmDialog(classId);
}
private void OpenClassSelectConfirmDialog(int classId)
{
Action<Action> decideClassFunc = delegate(Action gotoNextScene)
{
SealedData.UnregisterAllSealedCard();
StartCoroutine(Toolbox.NetworkManager.Connect(new SealedSelectClassTask(classId), delegate
{
gotoNextScene();
}));
};
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetTitleLabel(systemText.Get("Sealed_ClassSelect_0002"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.GrayBtn_CancelBtn_BlueBtn);
dialogBase.SetButtonText(systemText.Get("Sealed_ClassSelect_0006"), null, systemText.Get("Common_0003"));
dialogBase.onPushButton1 = delegate
{
decideClassFunc(SealedController.GoToSealedDeckEdit);
};
dialogBase.onPushButton3 = delegate
{
decideClassFunc(SealedController.GoToSealedCardPackOpen);
};
dialogBase.ClickSe_Btn1 = Se.TYPE.SYS_BTN_DECIDE_TRANS;
dialogBase.ClickSe_Btn3 = Se.TYPE.SYS_BTN_DECIDE_TRANS;
SealedClassSelectConfirmDialog component = UnityEngine.Object.Instantiate(_classSelectConfirmDialogPrefab.gameObject).GetComponent<SealedClassSelectConfirmDialog>();
component.Init(classId, SealedData.ClassInfoList.Find((SealedClassInfo x) => x.ClassId == classId).PublishedCardInfoList.Select((SealedCardInfo x) => x.SealedCardId).ToList());
dialogBase.SetObj(component.gameObject);
}
private void CardDetailDragCallback(Vector2 vec)
{
if (!_cardDetailDialog.IsEnableShowDetail)
{
return;
}
float x = vec.x;
if (!(Mathf.Abs(x) < 70f))
{
int num = _cardDetailCardIndex + ((!(x > 0f)) ? 1 : (-1));
if (num >= 0 && _cardDetailCardObjectList.Count > num)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
_cardDetailDialog.CloseDefault(playSe: false);
_cardDetailDialog.ShowCardDetail(_cardDetailCardObjectList[num].gameObject);
_cardDetailCardIndex = num;
UpdateCardDetailArrowButtonVisible();
}
}
}
private void UpdateCardDetailArrowButtonVisible()
{
_cardDetailDialog.LeftButtonVisible = _cardDetailCardIndex != 0;
_cardDetailDialog.RightButtonVisible = _cardDetailCardIndex != _cardDetailCardObjectList.Count - 1;
}
}