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

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using Wizard.Battle.Player.ClassCharacter;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public class EnemyEmotionBase : EmotionBase
{
public EnemyEmotionBase(string emotionId, IClassCharacter classCharacter)
: base(emotionId, classCharacter)
{
}
public override VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
{
if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
{
return NullVfx.GetInstance();
}
return base.PlayEmotion(motionType, faceType, voiceId, text);
}
public override VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text, float hideTextTime, bool forcePlay = false)
{
ClassCharaPrm.MotionType motionType2 = motionType;
switch (motionType)
{
case ClassCharaPrm.MotionType.extra:
motionType2 = ClassCharaPrm.MotionType.extra_2;
break;
case ClassCharaPrm.MotionType.extra_1_a:
motionType2 = ClassCharaPrm.MotionType.extra_2_a;
break;
case ClassCharaPrm.MotionType.extra_1_b:
motionType2 = ClassCharaPrm.MotionType.extra_2_b;
break;
case ClassCharaPrm.MotionType.extra_1_c:
motionType2 = ClassCharaPrm.MotionType.extra_2_c;
break;
}
if (forcePlay)
{
return base.PlayEmotion(motionType2, faceType, voiceId, text, hideTextTime, forcePlay);
}
if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
{
return NullVfx.GetInstance();
}
return base.PlayEmotion(motionType2, faceType, voiceId, text, hideTextTime, forcePlay);
}
}

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using Wizard.Battle.Player.ClassCharacter;
namespace Wizard.Battle.Player.Emotion;
public class NetworkOpponentEmotion : EnemyEmotionBase
{
public NetworkOpponentEmotion(string emotionId, IClassCharacter classCharacter)
: base(emotionId, classCharacter)
{
}
}

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using System;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public class NullEmotion : IEmotion
{
public Vector3 LeaderPosition => Vector3.zero;
public bool Enable { get; set; }
public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType etype, float hideTextTime)
{
return NullVfx.GetInstance();
}
public VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
{
return NullVfx.GetInstance();
}
public VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emotionType)
{
return NullVfx.GetInstance();
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public class NullPlayerEmotion : IPlayerEmotion, IEmotion
{
public Vector3 LeaderPosition => Vector3.zero;
public IEnumerable<GameObject> IconObjects => null;
public bool Enable { get; set; }
public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
{
return NullVfx.GetInstance();
}
public VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
{
return NullVfx.GetInstance();
}
public VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emoteType)
{
return NullVfx.GetInstance();
}
public VfxBase LoadResource()
{
return NullVfx.GetInstance();
}
public VfxBase ShowButtons()
{
return NullVfx.GetInstance();
}
public VfxBase HideButtons()
{
return NullVfx.GetInstance();
}
public VfxBase HideButtons(GameObject iconObject)
{
return NullVfx.GetInstance();
}
public void CancelShowButtons()
{
}
public void ResetPlayCount()
{
}
public void AddPlayCount()
{
}
public void FocusIcon(GameObject go)
{
}
public void UnfocusAllIcons()
{
}
public VfxBase PlayEmotionFromIconObject(GameObject iconObject)
{
return NullVfx.GetInstance();
}
public string GetVoiceTextFromIconObject(GameObject iconObject)
{
return string.Empty;
}
public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type)
{
return false;
}
public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx)
{
}
}