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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64
SVSim.BattleEngine/Engine/Wizard/FormatBehaviorManager.cs
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64
SVSim.BattleEngine/Engine/Wizard/FormatBehaviorManager.cs
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using System.Collections.Generic;
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namespace Wizard;
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public static class FormatBehaviorManager
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{
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private static Dictionary<Format, IFormatBehavior> _behaviorDic = new Dictionary<Format, IFormatBehavior>();
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public static IFormatBehavior Create(Format format, ConventionDeckList conventionDeckList)
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{
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if (conventionDeckList != null)
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{
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switch (format)
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{
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case Format.Rotation:
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return new ConventionRotationFormatBehavior(conventionDeckList);
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case Format.Unlimited:
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return new ConventionUnlimitedFormatBehavior(conventionDeckList);
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case Format.Crossover:
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return new ConventionCrossoverFormatBehavior(conventionDeckList);
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case Format.MyRotation:
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return new ConventionMyRotationFormatBehavior(conventionDeckList);
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}
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}
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return GetDefaultBehaviour(format);
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}
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public static IFormatBehavior GetDefaultBehaviour(Format format)
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{
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if (_behaviorDic.TryGetValue(format, out var value))
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{
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return value;
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}
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value = CreateDefaultBehaviour(format);
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_behaviorDic.Add(format, value);
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return value;
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}
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private static IFormatBehavior CreateDefaultBehaviour(Format format)
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{
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return format switch
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{
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Format.Rotation => new RotationFormatBehavior(),
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Format.Unlimited => new UnlimitedFormatBehavior(),
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Format.Sealed => new SealedFormatBehavior(),
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Format.PreRotation => new PreRotationFormatBehavior(),
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Format.Hof => new HofFormatBehavior(),
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Format.Crossover => new CrossoverFormatBehavior(),
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Format.MyRotation => new MyRotationFormatBehavior(),
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Format.Avatar => new AvatarFormatBehavior(),
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_ => new NoneFormatBehavior(),
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};
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}
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public static string GetFormatName(Format format)
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{
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return format switch
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{
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Format.Hof => Data.SystemText.Get("Colosseum_0108"),
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Format.Windfall => Data.SystemText.Get("Colosseum_0115"),
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_ => GetDefaultBehaviour(format).Name,
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};
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}
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}
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