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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169
SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MainPhase.cs
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169
SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MainPhase.cs
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using System;
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using UnityEngine;
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using Wizard.Battle.Resource;
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using Wizard.Battle.Touch;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Phase;
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public class MainPhase : IPhase
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{
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protected readonly BattleManagerBase _battleManager;
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protected readonly BattlePlayer _battlePlayer;
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protected readonly BattleEnemy _battleEnemy;
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private readonly TouchControl _touchControl;
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protected readonly GameObject _menuButton;
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private readonly IBattleResourceMgr _battleResourceMgr;
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private readonly BattleLogManager _battleLogManager;
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private readonly GameObject _battery;
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protected bool _enableTouch;
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private CanNotTouchCardVfx _canNotTouchCardVfx;
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private readonly Func<OperateMgr> _getOperateMgr;
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private OperateMgr OperateMgr => _getOperateMgr();
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public MainPhase(BattleManagerBase battleManager, BattleLogManager logManager)
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{
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_battleManager = battleManager;
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_battlePlayer = battleManager.BattlePlayer;
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_battleEnemy = battleManager.BattleEnemy;
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_touchControl = battleManager.TouchControl;
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_menuButton = battleManager.MenuButtonObject;
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_getOperateMgr = () => battleManager.OperateMgr;
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_battleResourceMgr = battleManager.BattleResourceMgr;
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_battleLogManager = logManager;
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_battery = battleManager.BattleUIContainer.Battery;
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}
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public virtual VfxBase Setup()
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{
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ParallelVfxPlayer parallelVfxPlayer = CreateUpdateBattlePlayersVfx();
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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if (!_battleManager.IsBattleEnd)
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{
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if (_menuButton != null)
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{
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_menuButton.SetActive(value: true);
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}
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_battleLogManager.SetActiveShowButton(isActive: true);
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}
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}));
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return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
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{
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_enableTouch = true;
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}));
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}
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public VfxWith<IPhase> Update(float dt)
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{
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if (_enableTouch)
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{
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return new VfxWith<IPhase>(_touchControl.Update(dt), null);
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}
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return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
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}
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public virtual VfxBase Teardown()
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{
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_battleManager.VfxMgr.RegisterImmediateVfx(new CanNotTouchCardVfx());
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_menuButton.SetActive(value: false);
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_battlePlayer.PlayerBattleView.HideTurnEndButton();
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_battleLogManager.HideLog();
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_battleLogManager.SetActiveShowButton(isActive: false);
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OperateMgr.AllClearBattleView();
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_enableTouch = false;
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_battlePlayer.ClassInformationUIController.HideInfomation();
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_battleEnemy.ClassInformationUIController.HideInfomation();
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_battery.SetActive(value: false);
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_battlePlayer.StatusPanelControl.HideStatusPanelAlways();
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_battleEnemy.StatusPanelControl.HideStatusPanelAlways();
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if (_battleManager is NewReplayBattleMgr)
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{
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(_battleManager as NewReplayBattleMgr).SetActiveMoveTurnButton(isActive: false);
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}
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_battleManager.FinishBattle();
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return ParallelVfxPlayer.Create(new ThinkIconHideVfx(_battleResourceMgr), new EmotionHideMessageVfx(_battleResourceMgr), (_touchControl._touchProcessor == null) ? NullVfx.GetInstance() : _touchControl._touchProcessor.End().Vfx, InstantVfx.Create(delegate
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{
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if (UIManager.GetInstance().NowOpenDialog != null)
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{
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UIManager.GetInstance().NowOpenDialog.Close();
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}
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}), InstantVfx.Create(_battlePlayer.PlayerEmotion.CancelShowButtons), _battlePlayer.PlayerEmotion.HideButtons());
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}
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public void Pause()
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{
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bool isSelecting = _battlePlayer.PlayerBattleView.IsSelecting;
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if (isSelecting)
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{
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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SetTouchable(enable: false);
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}));
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}
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_battlePlayer.PlayerBattleView.DragArrowStop(BattleManagerBase.GetIns());
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_battlePlayer.PlayerBattleView.ReleaseLockOnTarget();
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BattleCardBase hitCard = _touchControl._hitCard;
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if (hitCard != null && hitCard.IsOnMove)
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{
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_touchControl.StopMovingHandCard(hitCard);
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}
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ResetInput();
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if (isSelecting)
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{
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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SetTouchable(enable: true);
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}));
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}
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}
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protected virtual void ResetInput()
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{
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_touchControl.Exit();
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_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(_touchControl.ForceEndTouchProcessor());
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if (_battlePlayer.IsSelfTurn && !_battlePlayer.PlayerBattleView.IsEvolutionVfx)
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{
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_battlePlayer.PlayerBattleView.TurnEndButtonUI.ShowBtn(_battlePlayer.PlayerBattleView.CanPlayerEndTurnImmediately);
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}
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}
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protected ParallelVfxPlayer CreateUpdateBattlePlayersVfx()
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(ParallelVfxPlayer.Create(_battlePlayer.CreateUpdateDeckCountLabelVfx(), _battleEnemy.CreateUpdateDeckCountLabelVfx()));
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parallelVfxPlayer.Register(_battlePlayer.StartBattleMainView());
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parallelVfxPlayer.Register(_battleEnemy.StartBattleMainView());
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return parallelVfxPlayer;
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}
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protected virtual void SetTouchable(bool enable)
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{
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if (enable && _canNotTouchCardVfx == null)
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{
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bool isUpdateHandCardsPlayability = true;
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if (GameMgr.GetIns().IsWatchBattle)
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{
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isUpdateHandCardsPlayability = !(BattleManagerBase.GetIns() as NetworkBattleManagerBase).IsSkillSelectTiming;
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}
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_canNotTouchCardVfx = new CanNotTouchCardVfx(isUpdateHandCardsPlayability);
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}
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else if (_canNotTouchCardVfx != null)
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{
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_canNotTouchCardVfx.End();
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_canNotTouchCardVfx = null;
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}
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}
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}
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