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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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public class PlayerMulliganCardSortOutVfx : SequentialVfxPlayer
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{
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public PlayerMulliganCardSortOutVfx(GameObject keepZone, IList<BattleCardBase> firstDraws, MulliganInfoControl mulliganUI)
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{
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Register(ShiftParentVfx(keepZone, firstDraws));
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Register(SortOutCardVfx(keepZone, firstDraws, mulliganUI));
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}
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private VfxBase ShiftParentVfx(GameObject keepZone, IList<BattleCardBase> firstDraws)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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int count = firstDraws.Count;
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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for (int i = 0; i < count; i++)
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{
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GameObject gameObject = firstDraws[i].BattleCardView.GameObject;
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gameObject.SetActive(value: false);
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gameObject.transform.parent = keepZone.transform;
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MotionUtils.SetLayerAll(gameObject, 10);
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gameObject.SetActive(value: true);
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}
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}));
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return sequentialVfxPlayer;
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}
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private VfxBase SortOutCardVfx(GameObject keepZone, IList<BattleCardBase> firstDraws, MulliganInfoControl mulliganUI)
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{
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LocalLog.AccumulateLastTraceLog("SortOutCardVfx");
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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int count = firstDraws.Count;
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for (int i = 0; i < count; i++)
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{
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parallelVfxPlayer.Register(MulliganViewBase.MoveCardToMulliganZone(firstDraws[i], keepZone, i, mulliganUI, isAbandon: false));
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}
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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return parallelVfxPlayer;
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}
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_HAND_MOVE_RIGHT);
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}));
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return parallelVfxPlayer;
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}
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}
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