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.
This commit is contained in:
@@ -0,0 +1,32 @@
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class LoadingPhase : IPhase
|
||||
{
|
||||
protected readonly BattleManagerBase _battleMgr;
|
||||
|
||||
public LoadingPhase(BattleManagerBase battleMgr)
|
||||
{
|
||||
_battleMgr = battleMgr;
|
||||
}
|
||||
|
||||
public virtual VfxBase Setup()
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
|
||||
public virtual VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
|
||||
}
|
||||
|
||||
public virtual VfxBase Teardown()
|
||||
{
|
||||
return new BattleLoadingEndVfx(_battleMgr);
|
||||
}
|
||||
|
||||
public virtual void Pause()
|
||||
{
|
||||
}
|
||||
}
|
||||
169
SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MainPhase.cs
Normal file
169
SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MainPhase.cs
Normal file
@@ -0,0 +1,169 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Wizard.Battle.Resource;
|
||||
using Wizard.Battle.Touch;
|
||||
using Wizard.Battle.UI;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class MainPhase : IPhase
|
||||
{
|
||||
protected readonly BattleManagerBase _battleManager;
|
||||
|
||||
protected readonly BattlePlayer _battlePlayer;
|
||||
|
||||
protected readonly BattleEnemy _battleEnemy;
|
||||
|
||||
private readonly TouchControl _touchControl;
|
||||
|
||||
protected readonly GameObject _menuButton;
|
||||
|
||||
private readonly IBattleResourceMgr _battleResourceMgr;
|
||||
|
||||
private readonly BattleLogManager _battleLogManager;
|
||||
|
||||
private readonly GameObject _battery;
|
||||
|
||||
protected bool _enableTouch;
|
||||
|
||||
private CanNotTouchCardVfx _canNotTouchCardVfx;
|
||||
|
||||
private readonly Func<OperateMgr> _getOperateMgr;
|
||||
|
||||
private OperateMgr OperateMgr => _getOperateMgr();
|
||||
|
||||
public MainPhase(BattleManagerBase battleManager, BattleLogManager logManager)
|
||||
{
|
||||
_battleManager = battleManager;
|
||||
_battlePlayer = battleManager.BattlePlayer;
|
||||
_battleEnemy = battleManager.BattleEnemy;
|
||||
_touchControl = battleManager.TouchControl;
|
||||
_menuButton = battleManager.MenuButtonObject;
|
||||
_getOperateMgr = () => battleManager.OperateMgr;
|
||||
_battleResourceMgr = battleManager.BattleResourceMgr;
|
||||
_battleLogManager = logManager;
|
||||
_battery = battleManager.BattleUIContainer.Battery;
|
||||
}
|
||||
|
||||
public virtual VfxBase Setup()
|
||||
{
|
||||
ParallelVfxPlayer parallelVfxPlayer = CreateUpdateBattlePlayersVfx();
|
||||
parallelVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
if (!_battleManager.IsBattleEnd)
|
||||
{
|
||||
if (_menuButton != null)
|
||||
{
|
||||
_menuButton.SetActive(value: true);
|
||||
}
|
||||
_battleLogManager.SetActiveShowButton(isActive: true);
|
||||
}
|
||||
}));
|
||||
return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
|
||||
{
|
||||
_enableTouch = true;
|
||||
}));
|
||||
}
|
||||
|
||||
public VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
if (_enableTouch)
|
||||
{
|
||||
return new VfxWith<IPhase>(_touchControl.Update(dt), null);
|
||||
}
|
||||
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
|
||||
}
|
||||
|
||||
public virtual VfxBase Teardown()
|
||||
{
|
||||
_battleManager.VfxMgr.RegisterImmediateVfx(new CanNotTouchCardVfx());
|
||||
_menuButton.SetActive(value: false);
|
||||
_battlePlayer.PlayerBattleView.HideTurnEndButton();
|
||||
_battleLogManager.HideLog();
|
||||
_battleLogManager.SetActiveShowButton(isActive: false);
|
||||
OperateMgr.AllClearBattleView();
|
||||
_enableTouch = false;
|
||||
_battlePlayer.ClassInformationUIController.HideInfomation();
|
||||
_battleEnemy.ClassInformationUIController.HideInfomation();
|
||||
_battery.SetActive(value: false);
|
||||
_battlePlayer.StatusPanelControl.HideStatusPanelAlways();
|
||||
_battleEnemy.StatusPanelControl.HideStatusPanelAlways();
|
||||
if (_battleManager is NewReplayBattleMgr)
|
||||
{
|
||||
(_battleManager as NewReplayBattleMgr).SetActiveMoveTurnButton(isActive: false);
|
||||
}
|
||||
_battleManager.FinishBattle();
|
||||
return ParallelVfxPlayer.Create(new ThinkIconHideVfx(_battleResourceMgr), new EmotionHideMessageVfx(_battleResourceMgr), (_touchControl._touchProcessor == null) ? NullVfx.GetInstance() : _touchControl._touchProcessor.End().Vfx, InstantVfx.Create(delegate
|
||||
{
|
||||
if (UIManager.GetInstance().NowOpenDialog != null)
|
||||
{
|
||||
UIManager.GetInstance().NowOpenDialog.Close();
|
||||
}
|
||||
}), InstantVfx.Create(_battlePlayer.PlayerEmotion.CancelShowButtons), _battlePlayer.PlayerEmotion.HideButtons());
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
bool isSelecting = _battlePlayer.PlayerBattleView.IsSelecting;
|
||||
if (isSelecting)
|
||||
{
|
||||
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
|
||||
{
|
||||
SetTouchable(enable: false);
|
||||
}));
|
||||
}
|
||||
_battlePlayer.PlayerBattleView.DragArrowStop(BattleManagerBase.GetIns());
|
||||
_battlePlayer.PlayerBattleView.ReleaseLockOnTarget();
|
||||
BattleCardBase hitCard = _touchControl._hitCard;
|
||||
if (hitCard != null && hitCard.IsOnMove)
|
||||
{
|
||||
_touchControl.StopMovingHandCard(hitCard);
|
||||
}
|
||||
ResetInput();
|
||||
if (isSelecting)
|
||||
{
|
||||
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
|
||||
{
|
||||
SetTouchable(enable: true);
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ResetInput()
|
||||
{
|
||||
_touchControl.Exit();
|
||||
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(_touchControl.ForceEndTouchProcessor());
|
||||
if (_battlePlayer.IsSelfTurn && !_battlePlayer.PlayerBattleView.IsEvolutionVfx)
|
||||
{
|
||||
_battlePlayer.PlayerBattleView.TurnEndButtonUI.ShowBtn(_battlePlayer.PlayerBattleView.CanPlayerEndTurnImmediately);
|
||||
}
|
||||
}
|
||||
|
||||
protected ParallelVfxPlayer CreateUpdateBattlePlayersVfx()
|
||||
{
|
||||
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
|
||||
parallelVfxPlayer.Register(ParallelVfxPlayer.Create(_battlePlayer.CreateUpdateDeckCountLabelVfx(), _battleEnemy.CreateUpdateDeckCountLabelVfx()));
|
||||
parallelVfxPlayer.Register(_battlePlayer.StartBattleMainView());
|
||||
parallelVfxPlayer.Register(_battleEnemy.StartBattleMainView());
|
||||
return parallelVfxPlayer;
|
||||
}
|
||||
|
||||
protected virtual void SetTouchable(bool enable)
|
||||
{
|
||||
if (enable && _canNotTouchCardVfx == null)
|
||||
{
|
||||
bool isUpdateHandCardsPlayability = true;
|
||||
if (GameMgr.GetIns().IsWatchBattle)
|
||||
{
|
||||
isUpdateHandCardsPlayability = !(BattleManagerBase.GetIns() as NetworkBattleManagerBase).IsSkillSelectTiming;
|
||||
}
|
||||
_canNotTouchCardVfx = new CanNotTouchCardVfx(isUpdateHandCardsPlayability);
|
||||
}
|
||||
else if (_canNotTouchCardVfx != null)
|
||||
{
|
||||
_canNotTouchCardVfx.End();
|
||||
_canNotTouchCardVfx = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Wizard.Battle.Mulligan;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class MulliganPhaseBase : IPhase
|
||||
{
|
||||
protected IMulliganMgr _mulliganMgr;
|
||||
|
||||
private readonly BattleManagerBase _battleMgr;
|
||||
|
||||
private MulliganOperateControl _mulliganOperateCtrl;
|
||||
|
||||
private bool _enableTouch;
|
||||
|
||||
private const float MULLIGAN_LOG_WAIT_TIME = 20f;
|
||||
|
||||
protected MulliganPhaseBase(BattleManagerBase battleMgr)
|
||||
{
|
||||
_battleMgr = battleMgr;
|
||||
}
|
||||
|
||||
protected void Initialize(IMulliganMgr mulliganMgr)
|
||||
{
|
||||
_mulliganMgr = mulliganMgr;
|
||||
_battleMgr.MulliganMgr = _mulliganMgr;
|
||||
MulliganInfoControl component = NGUITools.AddChild(_battleMgr.Battle3DContainer, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/MulliganInfo")).GetComponent<MulliganInfoControl>();
|
||||
_mulliganMgr.InitMulligan(component, _battleMgr.BattlePlayer.PlayerBattleView);
|
||||
_mulliganOperateCtrl = CreateMulliganOperateControl();
|
||||
}
|
||||
|
||||
protected virtual MulliganOperateControl CreateMulliganOperateControl()
|
||||
{
|
||||
return new MulliganOperateControl(_mulliganMgr.PlayerMlgCtrl);
|
||||
}
|
||||
|
||||
protected virtual void ShowMulliganInfo()
|
||||
{
|
||||
_mulliganMgr.GetMulliganInfo().Show(MulliganInfoControl.ViewType.Normal);
|
||||
}
|
||||
|
||||
public virtual VfxBase Setup()
|
||||
{
|
||||
IMulliganMgr mulliganMgr = _mulliganMgr;
|
||||
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
|
||||
{
|
||||
_enableTouch = false;
|
||||
});
|
||||
_battleMgr.OnSubmitMulligan += SubmitMulligan;
|
||||
VfxBase vfxBase = _mulliganMgr.MulliganStartDraw(_battleMgr.IsFirst, new SkillProcessor());
|
||||
_battleMgr.BattleUIContainer.Battery.SetActive(value: false);
|
||||
_enableTouch = true;
|
||||
return SequentialVfxPlayer.Create(InstantVfx.Create(ShowMulliganInfo), vfxBase);
|
||||
}
|
||||
|
||||
protected void StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList)
|
||||
{
|
||||
if (playerDealIdxList != null && playerDealIdxList.Count == 3 && oppoDealIdxList != null && oppoDealIdxList.Count == 3)
|
||||
{
|
||||
_battleMgr.VfxMgr.RegisterSequentialVfx(_mulliganMgr.StartDeal(playerDealIdxList, oppoDealIdxList, new SkillProcessor()));
|
||||
}
|
||||
}
|
||||
|
||||
public virtual VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
if (_enableTouch)
|
||||
{
|
||||
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
|
||||
parallelVfxPlayer.Register(_mulliganOperateCtrl.Update());
|
||||
return new VfxWith<IPhase>(parallelVfxPlayer, null);
|
||||
}
|
||||
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
|
||||
}
|
||||
|
||||
public virtual VfxBase Teardown()
|
||||
{
|
||||
_battleMgr.OnSubmitMulligan -= SubmitMulligan;
|
||||
MulliganInfoControl mulliganInfo = _mulliganMgr.GetMulliganInfo();
|
||||
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
||||
sequentialVfxPlayer.Register(new MulliganEndVfx(mulliganInfo, _battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
|
||||
sequentialVfxPlayer.Register(mulliganInfo.SetPlayerReady());
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(mulliganInfo.HideTopPanels));
|
||||
sequentialVfxPlayer.Register(new PlayerAndEnemyReadyVfx(_battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
|
||||
sequentialVfxPlayer.Register(mulliganInfo.DestroyMulliganUIVfx());
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.MulliganMgr = null;
|
||||
_battleMgr.BattleUIContainer.Battery.SetActive(value: true);
|
||||
}));
|
||||
return sequentialVfxPlayer;
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
}
|
||||
|
||||
private VfxBase SubmitMulligan()
|
||||
{
|
||||
if (IsCardUndecided())
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
return _mulliganMgr.Submit(_battleMgr);
|
||||
}
|
||||
|
||||
private bool IsCardUndecided()
|
||||
{
|
||||
return _mulliganOperateCtrl.State == MulliganOperateControl.STATE.CARD_SELECTED;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,149 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cute;
|
||||
using Wizard.Battle.Mulligan;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class NetworkMulliganPhase : MulliganPhaseBase
|
||||
{
|
||||
protected readonly NetworkBattleManagerBase _networkBattleMgr;
|
||||
|
||||
protected readonly NetworkMulliganMgr _networkMulliganMgr;
|
||||
|
||||
protected readonly SingleMulliganMgr _singleMulliganMgr;
|
||||
|
||||
private Action OnNetworkAlive;
|
||||
|
||||
public event Func<VfxBase> OnEndMulligan;
|
||||
|
||||
public NetworkMulliganPhase(NetworkBattleManagerBase battleMgr, NetworkBattleSender sender)
|
||||
: base(battleMgr)
|
||||
{
|
||||
_networkBattleMgr = battleMgr;
|
||||
if (GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
_singleMulliganMgr = new SingleMulliganMgr();
|
||||
}
|
||||
else
|
||||
{
|
||||
_networkMulliganMgr = new NetworkMulliganMgr(sender);
|
||||
}
|
||||
IMulliganMgr mulliganMgr;
|
||||
if (!GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
IMulliganMgr networkMulliganMgr = _networkMulliganMgr;
|
||||
mulliganMgr = networkMulliganMgr;
|
||||
}
|
||||
else
|
||||
{
|
||||
IMulliganMgr networkMulliganMgr = _singleMulliganMgr;
|
||||
mulliganMgr = networkMulliganMgr;
|
||||
}
|
||||
Initialize(mulliganMgr);
|
||||
}
|
||||
|
||||
public override VfxBase Setup()
|
||||
{
|
||||
VfxBase result = base.Setup();
|
||||
MulliganEventSetting();
|
||||
if (!_networkBattleMgr.IsRecovery)
|
||||
{
|
||||
SetUpSubmitEvent();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
protected void SetUpSubmitEvent()
|
||||
{
|
||||
IMulliganMgr mulliganMgr = _mulliganMgr;
|
||||
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
|
||||
{
|
||||
if (GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
SingleMulliganMgr singleMulligan = _mulliganMgr as SingleMulliganMgr;
|
||||
OnNetworkAlive = (Action)Delegate.Combine(OnNetworkAlive, (Action)delegate
|
||||
{
|
||||
singleMulligan.AIMulliganEndAction();
|
||||
OnNetworkAlive = null;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public override VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
if (GameMgr.GetIns().IsAINetwork && ToolboxGame.RealTimeNetworkAgent != null && ToolboxGame.RealTimeNetworkAgent.PlayerNetworkStatus.IsAlive)
|
||||
{
|
||||
OnNetworkAlive.Call();
|
||||
}
|
||||
return base.Update(dt);
|
||||
}
|
||||
|
||||
public void MulliganEventSetting()
|
||||
{
|
||||
if (!GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
|
||||
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Combine(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
|
||||
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Combine(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
|
||||
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
|
||||
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
|
||||
}
|
||||
}
|
||||
|
||||
public override VfxBase Teardown()
|
||||
{
|
||||
VfxBase result = base.Teardown();
|
||||
if (GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
|
||||
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Remove(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
|
||||
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Remove(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
|
||||
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
|
||||
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
|
||||
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
|
||||
return result;
|
||||
}
|
||||
|
||||
private VfxBase EndMulligan()
|
||||
{
|
||||
LocalLog.AccumulateLastTraceLog("EndMulligan");
|
||||
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
||||
sequentialVfxPlayer.Register(this.OnEndMulligan.GetAllFuncVfxResults());
|
||||
sequentialVfxPlayer.Register(GameMgr.GetIns().IsAINetwork ? _singleMulliganMgr.CompleteMulligan(_networkBattleMgr) : _networkMulliganMgr.CompleteMulligan(_networkBattleMgr));
|
||||
return sequentialVfxPlayer;
|
||||
}
|
||||
|
||||
protected virtual VfxBase ReceivePlayerMulligan(List<int> mulliganAfterCardIndexes)
|
||||
{
|
||||
if (GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
_networkMulliganMgr.SetPlayerHandCardIndexList(mulliganAfterCardIndexes);
|
||||
return _networkMulliganMgr.PlayerChangeCardVfx(_networkBattleMgr);
|
||||
}
|
||||
|
||||
protected VfxBase ReceiveOpponentMulligan(List<int> mulliganAfterCardIndexes)
|
||||
{
|
||||
LocalLog.AccumulateLastTraceLog("ReceiveOpponentMulligan");
|
||||
if (GameMgr.GetIns().IsAINetwork)
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
_networkMulliganMgr.SetOpponentMulliganAfterCardIndexList(mulliganAfterCardIndexes);
|
||||
VfxBase vfx = _networkMulliganMgr.EnemyChangeCardVfx(_networkBattleMgr);
|
||||
_networkBattleMgr.ClearRegisterCardList();
|
||||
OnEndMulligan += () => vfx;
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class OpeningPhase : IPhase
|
||||
{
|
||||
protected readonly BattleManagerBase _battleMgr;
|
||||
|
||||
public OpeningPhase(BattleManagerBase battleMgr)
|
||||
{
|
||||
_battleMgr = battleMgr;
|
||||
}
|
||||
|
||||
public virtual VfxBase Setup()
|
||||
{
|
||||
return new DefaultOpeningVfx(_battleMgr.BackGround);
|
||||
}
|
||||
|
||||
public virtual VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
return new VfxWith<IPhase>(NullVfx.GetInstance(), _battleMgr.PhaseCreator.CreateMulliganPhase());
|
||||
}
|
||||
|
||||
public virtual VfxBase Teardown()
|
||||
{
|
||||
return NullVfx.GetInstance();
|
||||
}
|
||||
|
||||
public virtual void Pause()
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
using Wizard.Battle.UI;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public abstract class PhaseCreatorBase : IPhaseCreator
|
||||
{
|
||||
protected readonly BattleManagerBase _battleMgr;
|
||||
|
||||
protected PhaseCreatorBase(BattleManagerBase battleMgr)
|
||||
{
|
||||
_battleMgr = battleMgr;
|
||||
}
|
||||
|
||||
public virtual IPhase CreateFirstPhase()
|
||||
{
|
||||
return new LoadingPhase(_battleMgr);
|
||||
}
|
||||
|
||||
public virtual IPhase CreateOpeningPhase()
|
||||
{
|
||||
CreateBattleLogManager();
|
||||
return new OpeningPhase(_battleMgr);
|
||||
}
|
||||
|
||||
public virtual IPhase CreateMulliganPhase()
|
||||
{
|
||||
return new SingleMulliganPhase(_battleMgr);
|
||||
}
|
||||
|
||||
public virtual IPhase CreateMainPhase()
|
||||
{
|
||||
return new MainPhase(_battleMgr, BattleLogManager.GetInstance());
|
||||
}
|
||||
|
||||
public virtual IResultPhase CreateResultPhase(bool winnerIsPlayer)
|
||||
{
|
||||
return new ResultPhase(_battleMgr, winnerIsPlayer);
|
||||
}
|
||||
|
||||
protected BattleLogManager CreateBattleLogManager()
|
||||
{
|
||||
BattleLogManager instance = BattleLogManager.GetInstance();
|
||||
instance.SetUp(_battleMgr.BtlUIContainer.transform, _battleMgr, _battleMgr.OperateMgr, _battleMgr.BattlePlayer);
|
||||
return instance;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,161 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Wizard.Battle.Recovery;
|
||||
using Wizard.Battle.UI;
|
||||
using Wizard.Battle.View;
|
||||
using Wizard.Battle.View.Vfx;
|
||||
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class RecoveryAfterMulliganPhase : IPhase
|
||||
{
|
||||
private readonly IRecoveryManager _recoveryManager;
|
||||
|
||||
private readonly BattleManagerBase _battleMgr;
|
||||
|
||||
private readonly Func<IPhase> _createMainPhase;
|
||||
|
||||
private readonly BattlePlayer _battlePlayer;
|
||||
|
||||
private readonly BattleEnemy _battleEnemy;
|
||||
|
||||
private readonly TouchControl _touchControl;
|
||||
|
||||
private bool _isEndRecovery;
|
||||
|
||||
public RecoveryAfterMulliganPhase(IRecoveryManager recoveryManager, BattleManagerBase battleMgr, Func<IPhase> createMainPhase)
|
||||
{
|
||||
_recoveryManager = recoveryManager;
|
||||
_battleMgr = battleMgr;
|
||||
_createMainPhase = createMainPhase;
|
||||
_battlePlayer = battleMgr.BattlePlayer;
|
||||
_battleEnemy = battleMgr.BattleEnemy;
|
||||
_touchControl = battleMgr.TouchControl;
|
||||
}
|
||||
|
||||
public VfxBase Setup()
|
||||
{
|
||||
_recoveryManager.OnEndRecovery += delegate
|
||||
{
|
||||
_isEndRecovery = true;
|
||||
};
|
||||
return _recoveryManager.Recovery(_battleMgr.BattlePlayer, _battleMgr.BattleEnemy, BattleCoroutine.GetInstance().StartCoroutine);
|
||||
}
|
||||
|
||||
public VfxWith<IPhase> Update(float dt)
|
||||
{
|
||||
_battleMgr.VfxMgr.Update(dt);
|
||||
VfxBase vfx = _recoveryManager.UpdateRecovery();
|
||||
if (_isEndRecovery)
|
||||
{
|
||||
return new VfxWith<IPhase>(vfx, _createMainPhase());
|
||||
}
|
||||
return new VfxWith<IPhase>(vfx, null);
|
||||
}
|
||||
|
||||
public VfxBase Teardown()
|
||||
{
|
||||
if (_recoveryManager is SingleBattleRecoveryManager)
|
||||
{
|
||||
((SingleBattleRecoveryManager)_recoveryManager).CreateRecoveryFileFromTempFile();
|
||||
((SingleBattleRecoveryRecordManager)((SingleBattleMgr)BattleManagerBase.GetIns()).ContentsCreator.RecoveryRecordManager).ClearRecoderTempFilePath();
|
||||
}
|
||||
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
||||
_battleMgr.BattlePlayer.PlayerBattleView.PlayQueueView.ForceClearPlayQueue();
|
||||
_battleMgr.BattleEnemy.BattleEnemyView.PlayQueueView.ForceClearPlayQueue();
|
||||
if (_battleMgr.IsBattleEnd)
|
||||
{
|
||||
BattleLogManager.GetInstance().SetActiveShowButton(isActive: false);
|
||||
}
|
||||
if (_battleMgr.BattlePlayer.Class.IsDead && _battleMgr.BattleEnemy.Class.IsDead)
|
||||
{
|
||||
VfxBase vfx = (_battleMgr.BattlePlayer.IsSelfTurn ? _battleMgr.DeadClass(PlayerDead: true, BattleManagerBase.FINISH_TYPE.NORMAL) : _battleMgr.DeadClass(PlayerDead: false, BattleManagerBase.FINISH_TYPE.NORMAL));
|
||||
sequentialVfxPlayer.Register(vfx);
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.InitiateGameEndSequence(!_battleMgr.BattlePlayer.IsSelfTurn);
|
||||
}));
|
||||
}
|
||||
else if (_battleMgr.BattlePlayer.Class.IsDead)
|
||||
{
|
||||
sequentialVfxPlayer.Register(_battleMgr.DeadClass(PlayerDead: true, BattleManagerBase.FINISH_TYPE.NORMAL));
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.InitiateGameEndSequence(hasWon: false);
|
||||
}));
|
||||
}
|
||||
else if (_battleMgr.BattleEnemy.Class.IsDead)
|
||||
{
|
||||
sequentialVfxPlayer.Register(_battleMgr.DeadClass(PlayerDead: false, BattleManagerBase.FINISH_TYPE.NORMAL));
|
||||
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.InitiateGameEndSequence(hasWon: true);
|
||||
}));
|
||||
}
|
||||
if (_battlePlayer.PlayerBattleView.IsSelecting)
|
||||
{
|
||||
_touchControl.SelectCancelActCard();
|
||||
}
|
||||
_touchControl.Exit();
|
||||
if (_battlePlayer.IsSelfTurn)
|
||||
{
|
||||
for (int num = 0; num < _battlePlayer.HandCardList.Count; num++)
|
||||
{
|
||||
_battlePlayer.HandCardList[num].BattleCardView.UpdateMovability();
|
||||
}
|
||||
}
|
||||
VfxBase vfxBase = (_battleEnemy.IsSelfTurn ? _battleEnemy.CreateThinkingVfx(_battleMgr) : NullVfx.GetInstance());
|
||||
VfxBase vfxBase2 = RestoreUI(_battleMgr);
|
||||
return SequentialVfxPlayer.Create(InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.BackGround.PlayBgm();
|
||||
}), vfxBase2, InstantVfx.Create(delegate
|
||||
{
|
||||
_battleMgr.BattlePlayer.ClassInformationUIController.Recovery();
|
||||
_battleMgr.BattleEnemy.ClassInformationUIController.Recovery();
|
||||
_battleMgr.BattlePlayer.PlayerBattleView.TurnEndButtonUI.Recovery();
|
||||
_battleMgr.BattleResultControl.Recovery();
|
||||
if (!_battleMgr.IsBattleEnd)
|
||||
{
|
||||
IPlayerView playerBattleView = _battleMgr.BattlePlayer.PlayerBattleView;
|
||||
playerBattleView.TurnEndButtonUI._isButtonForcedOff = false;
|
||||
_battleMgr.BattlePlayer.TurnStartEffectEnd();
|
||||
playerBattleView.HideTurnEndPulseEffect();
|
||||
playerBattleView.ShowTurnEndButton();
|
||||
}
|
||||
}), new BattleLoadingEndVfx(_battleMgr), vfxBase, sequentialVfxPlayer);
|
||||
}
|
||||
|
||||
public static VfxBase RestoreUI(BattleManagerBase battleMgr)
|
||||
{
|
||||
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
||||
sequentialVfxPlayer.Register((!battleMgr.BattlePlayer.NowTurnEvol) ? ((VfxBase)InstantVfx.Create(delegate
|
||||
{
|
||||
battleMgr.BattlePlayer.BattleView.EpIcon.GetComponent<UISprite>().spriteName = "battle_icon_evo_off";
|
||||
})) : ((VfxBase)NullVfx.GetInstance()));
|
||||
sequentialVfxPlayer.Register((!battleMgr.BattleEnemy.NowTurnEvol) ? ((VfxBase)InstantVfx.Create(delegate
|
||||
{
|
||||
battleMgr.BattleEnemy.BattleView.EpIcon.GetComponent<UISprite>().spriteName = "battle_icon_evo_off";
|
||||
})) : ((VfxBase)NullVfx.GetInstance()));
|
||||
sequentialVfxPlayer.Register(new DummyDeckChangeCardVfx(isPlayer: true, battleMgr.BattlePlayer.DeckCardList.Count));
|
||||
sequentialVfxPlayer.Register(new DummyDeckChangeCardVfx(isPlayer: false, battleMgr.BattleEnemy.DeckCardList.Count));
|
||||
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(battleMgr.BattlePlayer.Class.SkillApplyInformation.AllSkillEffectRestart(), battleMgr.BattleEnemy.Class.SkillApplyInformation.AllSkillEffectRestart()));
|
||||
foreach (BattleCardBase handCard in battleMgr.BattlePlayer.HandCardList)
|
||||
{
|
||||
sequentialVfxPlayer.Register(handCard.BattleCardView.ShowHandCardInfo(isRecovery: true));
|
||||
}
|
||||
List<BattleCardBase> list = battleMgr.BattlePlayer.InPlayCards.ToList();
|
||||
list.AddRange(battleMgr.BattleEnemy.InPlayCards.ToList());
|
||||
for (int num = 0; num < list.Count; num++)
|
||||
{
|
||||
sequentialVfxPlayer.Register(list[num].BattleCardView.InitializeBattleCardIcon(list[num], list[num].Skills));
|
||||
sequentialVfxPlayer.Register(list[num].BattleCardView.ShowBattleCardIcon());
|
||||
}
|
||||
return sequentialVfxPlayer;
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
namespace Wizard.Battle.Phase;
|
||||
|
||||
public class RecoveryNetworkBeforeSubmitMulliganPhase : NetworkMulliganPhase
|
||||
{
|
||||
public RecoveryNetworkBeforeSubmitMulliganPhase(NetworkBattleManagerBase networkBattleMgr, NetworkBattleSender networkBattleSender)
|
||||
: base(networkBattleMgr, networkBattleSender)
|
||||
{
|
||||
}
|
||||
|
||||
public void RecoveryEnd()
|
||||
{
|
||||
SetUpSubmitEvent();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user