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:
@@ -0,0 +1,50 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
using Wizard.Battle.Player.ClassCharacter;
|
||||
|
||||
namespace Wizard.Battle.Player.Emotion;
|
||||
|
||||
public class NetworkOpponentEmotion : EnemyEmotionBase
|
||||
{
|
||||
public NetworkOpponentEmotion(string emotionId, IClassCharacter classCharacter)
|
||||
: base(emotionId, classCharacter)
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
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)
|
||||
{
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user