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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using System.Collections.Generic;
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using System.Linq;
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using LitJson;
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using UnityEngine;
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using Wizard.Battle.Recovery;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Operation;
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public class PlayOperationCommand : SkillOperationCommandBase
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{
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public PlayOperationCommand(JsonData actionJsonData)
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: base(actionJsonData)
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{
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}
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public override void Operation(BattleManagerBase battleMgr)
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{
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BattlePlayerBase battlePlayer = battleMgr.GetBattlePlayer(_cardInfo.IsPlayer);
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BattleCardBase playCard = battlePlayer.HandCardList.SingleOrDefault((BattleCardBase c) => c.Index == _cardInfo.Index);
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bool isChoiceBrave = false;
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if (playCard == null && _cardInfo.Index == 0)
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{
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playCard = battlePlayer.Class;
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isChoiceBrave = true;
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}
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if (playCard == null)
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{
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if (!(UIManager.GetInstance().NowOpenDialog != null))
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{
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UnityEngine.Debug.LogError("手札に " + _cardInfo.Name + " が見つかりませんでした");
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RecoveryManagerBase.OpenRecoveryFailedDialog();
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}
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return;
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}
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SetupSkillSummon();
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VfxWith<List<BattleCardBase>> skillSelectedCardsWithVfx = GetSkillSelectedCardsWithVfx(playCard, isEvolution: false, (bool isTargetSelectSkill) => battleMgr.OperateMgr.InitSetCard(playCard, _cardInfo.IsPlayer, isTargetSelectSkill, isRecovery: true));
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(skillSelectedCardsWithVfx.Vfx);
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sequentialVfxPlayer.Register(battleMgr.OperateMgr.PlayCard(playCard, _cardInfo.IsPlayer, skillSelectedCardsWithVfx.Value, isRecovery: true, null, isChoiceBrave));
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battleMgr.VfxMgr.RegisterSequentialVfx(sequentialVfxPlayer);
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}
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public override string ToString()
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{
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return "Operation play " + _cardInfo.Name;
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}
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}
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