feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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69
SVSim.BattleEngine/Engine/PriConnField.cs
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69
SVSim.BattleEngine/Engine/PriConnField.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PriConnField : BackGroundBase
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{
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public override int FieldId => 1003;
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public override int FieldEffectId => 1003;
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public PriConnField(string bgmId = "NONE")
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: base(bgmId)
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{
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}
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protected override void BattleFieldBuild()
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{
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BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate
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{
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base.Field = GameObject.Find(_str3DFieldPath);
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base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform;
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GimicAudioList = base.Field.GetComponent<AudioList>().GimicAudioList;
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_fieldModel = base.Field.transform.Find("md_bf_1003_root").gameObject;
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_fieldParticles = _fieldModel.transform.Find("Particles1003").gameObject;
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_fieldParticleSystemDictionary.Add("shake", _fieldParticles.transform.Find("shake").GetComponent<ParticleSystem>());
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List<string> list = new List<string>(_fieldObjDictionary.Keys);
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List<GameObject> list2 = new List<GameObject>();
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for (int i = 0; i < _fieldObjDictionary.Count; i++)
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{
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list2.Add(_fieldObjDictionary[list[i]]);
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}
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate
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{
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base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent<SetShaderGlobalColorBG>();
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base.IsLoadDone = true;
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}, isBattle: true, isField: true);
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}));
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}
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public override void StartFieldSetEffect(Vector3 pos)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_SET_1003, pos);
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}
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public override void StartFieldTapEffect(int areaId, Vector3 pos)
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{
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base.StartFieldTapEffect(areaId, pos);
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_TAP_1003_1, pos);
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}
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protected override IEnumerator RunFieldOpening()
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{
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_battleCamera.Camera.transform.localPosition = new Vector3(910f, -307f, -270f);
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_battleCamera.Camera.transform.localRotation = Quaternion.Euler(new Vector3(-18.5f, -80f, 87f));
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Vector3[] bezierQuad = MotionUtils.GetBezierQuad(new Vector3(910f, -307f, -270f), new Vector3(48f, -18f, -18.5f), new Vector3(-211f, 57f, -95f), 10);
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iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("path", bezierQuad, "movetopath", false, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
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iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", new Vector3(-17.5f, -108.5f, 95.5f), "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
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yield return new WaitForSeconds(2f);
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iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("position", _battleCamera.BattleCameraPos, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", _battleCamera.BattleCameraRot, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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yield return new WaitForSeconds(0f);
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}
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protected override IEnumerator RunFieldShake()
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{
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_fieldParticleSystemDictionary["shake"].Play();
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yield return new WaitForSeconds(0f);
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}
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}
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