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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71
SVSim.BattleEngine/Engine/VirtualBattlePlayer.cs
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71
SVSim.BattleEngine/Engine/VirtualBattlePlayer.cs
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using UnityEngine;
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using Wizard.Battle;
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using Wizard.Battle.UI;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class VirtualBattlePlayer : BattlePlayer
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{
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public override IStatusPanelControl StatusPanelControl => null;
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public VirtualBattlePlayer(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround)
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: base(battleMgr, battleCamera, backGround, NullInnerOptionsBuilder.GetInstance())
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{
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}
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protected override void Initialize()
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{
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PlayerBattleView = new NullPlayerBattleView();
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}
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protected override IBattlePlayerVfxCreator CreateVfxCreator()
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{
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return new NullBattlePlayerVfxCreator();
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}
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public override void Setup(BattlePlayerBase opponentBattlePlayer)
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{
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base.Setup(opponentBattlePlayer);
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}
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protected override void SetActive()
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{
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}
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public override EffectBattle GetSkillEffect(string skillEffectPath)
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{
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return null;
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}
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public override Vector3 GetFieldCenterPosition()
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{
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return Vector3.zero;
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}
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public override VfxBase CreateUpdateDeckCountLabelVfx()
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{
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return NullVfx.GetInstance();
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}
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protected override VfxBase CreateUpdateClassInfoVfx(bool playEffect)
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{
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return NullVfx.GetInstance();
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}
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public override BattleCardBase CreateCard(int cardId, int cardIndex, bool isChoiceBrave = false)
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{
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BattleCardBase battleCardBase = CardCreatorBase.CreateVirtualCard(cardId, cardIndex, IsPlayer, base.BattleMgr, this, _opponentBattlePlayer, _innerOptionsBuilder);
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SetupCardEvent(battleCardBase);
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return battleCardBase;
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}
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public override IClassInfomationUI CreateClassInfomationUI(int orderCount = 1, int clanId = -1, int totalInfoNum = 1)
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{
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return NullClassInfomationUI.GetInstance();
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}
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public override void SetupCardEvent(BattleCardBase card)
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{
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base.SetupCardEvent(card);
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}
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}
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