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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SVSim.BattleEngine/Engine/RecoveryOperationCollection.cs
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80
SVSim.BattleEngine/Engine/RecoveryOperationCollection.cs
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using System;
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using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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public class RecoveryOperationCollection : WatchOperationCollection
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{
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public RecoveryOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
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: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
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{
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}
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public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
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{
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OperateMulligan(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
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BattleManagerBase.GetIns().BattlePlayer.IsTurnStartEffectNotFinished = true;
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
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}
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public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
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{
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List<NetworkBattleReceiver.TargetData> actionDictionary = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
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BattlePlayerBase battlePlayer = _networkBattleMgr.GetBattlePlayer(_isPlayer);
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CommonPlayHandCardOperation(networkPlayCardAction, battlePlayer, _isPlayer, actionDictionary, choiceIdList, isChoice);
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}
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public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIds = null)
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{
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List<NetworkBattleReceiver.TargetData> targetDataList = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
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SetupNetworkPlayCardAction(networkPlayCardAction, targetDataList);
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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networkPlayCardAction.PlayAction(_isPlayer, choiceIds);
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}));
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}
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public override void BattleFinishOperation()
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{
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((NetworkStandardBattleMgr)_networkBattleMgr)._recoveryController.RecoveryDataHandlerInstance.OnCompleteRecovery += base.BattleFinishOperation;
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}
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public override void TouchOperation()
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{
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}
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public override void SelectObjectOperation()
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{
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}
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public override void TurnEndReady()
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{
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}
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public override void SlideObject()
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{
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}
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protected override void PlayCancelSlide()
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{
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}
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protected override void CallCompleteEvent(ReceivePlayActionsReflectionBase networkAction)
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{
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}
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protected override void CheckStateAndCancel(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction, bool isPlayer)
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{
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}
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protected override void RegisterSequentialVfx(VfxBase operationVfx)
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{
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}
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public override void SendEcho()
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{
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if (_networkBattleMgr._specialWinVfx == null)
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{
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_networkBattleMgr.ClearRegisterCardList();
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}
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}
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}
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