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