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:
gamer147
2026-06-05 17:22:20 -04:00
parent 0d9d8acae0
commit 957af3d1ec
1795 changed files with 166536 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.ClassCharacter;
public class Class3dCharacterBase : ClassCharacterBase
{
protected Material _class3DMaterial;
private Camera _norCamera;
private Camera _evoCamera;
protected GameObject _root;
protected Charactor3dInformation _charaInfo;
private Effect3dInformation _effectInfo;
private ClassCharaPrm.MotionType _currentMotion = ClassCharaPrm.MotionType.idle;
protected List<int> _idleStateHash = new List<int>();
private readonly Vector3 PP_PANEL_POSITION = new Vector3(0f, -34.22f, -29.25f);
private readonly Vector3 WIDGET_POSITION = new Vector3(0f, 490f, 30f);
private readonly int WIDGET_OFFSET_TOP = -1162;
private readonly int WIDGET_OFFSET_BOTTOM = 195;
private readonly string IDLE_NAME = "Base Layer.idle";
protected int _classCharacterId = 3604;
public bool IsPlayer = true;
protected const int RENDER_QUEUE = 2999;
protected override Vector3 MessagePosition => _initPosition + new Vector3(0f, -0.3f, 0f);
public override VfxBase CreateLoadResouceVfx()
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(LoadResouceVfx());
return sequentialVfxPlayer;
}
private VfxBase LoadResouceVfx()
{
return InstantVfx.Create(delegate
{
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
int num = (IsPlayer ? dataMgr.GetPlayerSkinId() : dataMgr.GetEnemySkinId());
if (_classCharacterId != num)
{
_classCharacterId = num;
}
ClassCharacterMasterData charaPrmByCharaId = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_classCharacterId);
GameObject gobj = new ClassCardCreator(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(charaPrmByCharaId.path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true))).LoadRootObject();
GameObject gameObject = NGUITools.AddChild(BattleManagerBase.GetIns().Battle3DContainer);
gameObject.name = "ClassCharacterRoot";
GameObject gameObject2 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, gameObject);
SetUpAnchor(gameObject);
AttachOtherUI(gameObject);
GameObject gameObject3 = gameObject2.transform.Find("ClassObj").gameObject;
GameObject gameObject4 = gameObject2.transform.Find("Collider").gameObject;
base.GameObject = gameObject2;
base.GameObject.tag = GetTagName();
base.GameObject.transform.localPosition = GetPosition();
_initPosition = base.GameObject.transform.position;
gameObject3.transform.localScale = Global.CLASS_BATTLE_SCALE;
gameObject3.tag = GetTagName();
gameObject4.tag = GetTagName();
Transform transform = gameObject3.transform.Find("Class");
transform.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_uma_Base", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(transform.gameObject, 15);
Transform child = transform.transform.GetChild(0);
child.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_uma_Outside", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(child.gameObject, 10);
RenderTextureFormat lutFormat = GetLutFormat();
RenderTexture renderTexture = new RenderTexture(2048, 2048, 1, lutFormat);
Shader shader = Shader.Find("UI/Default");
_class3DMaterial = new Material(shader);
_class3DMaterial.name = "ClassEvolveMaterial";
_class3DMaterial.mainTexture = renderTexture;
Material source = new Material(Shader.Find("Custom/ModelShaderBattle"))
{
name = "ClassFlameMaterial",
mainTexture = renderTexture
};
_root = new GameObject();
_root.name = (IsPlayer ? "Player3DChara" : "Enemy3DChara");
Transform transform2 = _root.transform;
transform2.localPosition = Vector3.zero;
float width = (float)Screen.width / (float)Screen.height;
_norCamera = new GameObject
{
name = "Player3DCamera"
}.AddComponent<Camera>();
_norCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
_norCamera.nearClipPlane = 1f;
_norCamera.farClipPlane = 40f;
_norCamera.fieldOfView = 33f;
_norCamera.transform.parent = transform2;
_norCamera.targetTexture = renderTexture;
_norCamera.cullingMask = 1;
_norCamera.transform.localPosition = new Vector3(0f, 0.09718f, -3.338f);
_norCamera.transform.localEulerAngles = new Vector3(2.5f, 0f, 0f);
Class3dPostImageEffect class3dPostImageEffect = null;
if (IsPlayer)
{
GameObject gameObject5 = new GameObject
{
name = "Evo3DCamera"
};
_evoCamera = gameObject5.AddComponent<Camera>();
_evoCamera.backgroundColor = new Color(0f, 0f, 0f, 0f);
_evoCamera.nearClipPlane = 1f;
_evoCamera.farClipPlane = 40f;
_evoCamera.fieldOfView = 21f;
_evoCamera.rect = new Rect(0f, 0f, width, 1f);
_evoCamera.transform.parent = transform2;
_evoCamera.allowMSAA = false;
_evoCamera.depth = 30f;
_evoCamera.cullingMask = 1;
_evoCamera.clearFlags = CameraClearFlags.Depth;
_evoCamera.gameObject.SetActive(value: false);
_evoCamera.transform.localPosition = new Vector3(0f, 0.12f, 0f);
_evoCamera.transform.localEulerAngles = new Vector3(2.5f, 0f, 0f);
class3dPostImageEffect = gameObject5.AddComponent<Class3dPostImageEffect>();
class3dPostImageEffect.Initialize();
}
GameObject gameObject6 = null;
gameObject6 = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(_classCharacterId.ToString(), ResourcesManager.AssetLoadPathType.ClassChara3D, isfetch: true)), transform2) as GameObject;
_effectInfo = gameObject6.GetComponent<Effect3dInformation>();
_charaInfo = gameObject6.GetComponent<Charactor3dInformation>();
_charaInfo.InitializeMesh(this, class3dPostImageEffect);
_charaInfo.Quad.SetLayer(15, isSetChildren: true);
Transform transform3 = _charaInfo.Quad.transform;
transform3.transform.parent = transform.parent;
float y = (IsPlayer ? 0.2f : (-0.41f));
transform3.localPosition = new Vector3(0f, y, -0.35f);
float y2 = (IsPlayer ? 5.7f : 6.1725f);
transform3.localScale = new Vector3(5.7f, y2, 1f);
Vector3 battleCameraPos = BattleManagerBase.GetIns().Camera.BattleCameraPos;
battleCameraPos.x = transform3.position.x;
transform3.LookAt(battleCameraPos);
MeshRenderer component = _charaInfo.Quad.GetComponent<MeshRenderer>();
component.sharedMaterial = new Material(source);
component.sharedMaterial.renderQueue = 2999;
CardTemplate cardTemplate = gameObject2.AddComponent<CardTemplate>();
cardTemplate.CardWrapObjTemp = gameObject3;
cardTemplate.Collider = gameObject4.GetComponent<BoxCollider>();
Transform transform4 = transform.transform;
transform4.localRotation = ConvertBackPanelRotation(transform4.localRotation);
GameObject gameObject7 = gameObject3.transform.Find("Shield").gameObject;
gameObject7.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
gameObject7.GetComponent<MeshRenderer>().sharedMaterial = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
gameObject7.GetComponent<MeshRenderer>().sharedMaterial.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
gameObject7.transform.localPosition = GetShieldPosition();
gameObject7.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
GameMgr.GetIns().GetEffectMgr().SetParticleShader(gameObject7);
MeshRenderer component2 = transform.GetComponent<MeshRenderer>();
MeshRenderer component3 = child.GetComponent<MeshRenderer>();
Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_uma_Frame", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)) as Material;
if (material != null)
{
material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_uma_Frame", ResourcesManager.AssetLoadPathType.ClassCharaFrameTexture, isfetch: true));
}
CardCreatorBase.SetupClassMaterialToCenterCharacterMesh(component2, component3, new Material(Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath(GetTextureName(), ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)))
{
mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(((int)charaPrmByCharaId.ClassColorId).ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaEncampment, isfetch: true))
}, material);
gameObject7.SetActive(value: true);
SBattleLoad sBattleLoad = BattleManagerBase.GetIns().SBattleLoad;
GameObject gameObject8 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath("cmn_frame_class_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)), BattleManagerBase.GetIns().Battle3DContainer);
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject8, null, isBattle: true, isField: true);
gameObject8.transform.parent = gameObject3.transform;
gameObject8.transform.localPosition = new Vector3(0f, 0.1f, 0.15f);
gameObject8.transform.localRotation = GetMaskImageRotation();
gameObject8.transform.localScale = new Vector3(6.4f, 6.4f, 20.48f);
gameObject8.SetActive(value: false);
cardTemplate.FrameEffectNormal = gameObject8;
GameObject gameObject9 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(sBattleLoad.LifePoolIcon, BattleManagerBase.GetIns().Battle3DContainer);
gameObject9.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
gameObject9.transform.parent = gameObject7.transform;
gameObject9.transform.localPosition = GetLifeIconPosition();
gameObject3.transform.localScale = new Vector3(80f, 80f, 25f);
gameObject4.transform.localScale = new Vector3(80f, 80f, 25f);
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
(cardTemplate.LifeLabelTemp = gameObject9.transform.Find("LifeLabel").GetComponent<UILabel>()).text = cardParameterFromId.Life.ToString();
SpriteRenderer spriteRenderer = new GameObject().AddComponent<SpriteRenderer>();
spriteRenderer.sprite = Toolbox.ResourcesManager.LoadObject<Sprite>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_uma_mask", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
Material material2 = Object.Instantiate(Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_encampment_mask", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)));
material2.SetInt("_Stencil", GetStencil());
spriteRenderer.material = material2;
spriteRenderer.transform.parent = gameObject3.transform;
spriteRenderer.transform.localPosition = GetMaskImagePosition();
spriteRenderer.transform.localScale = Vector3.one * 0.46f;
spriteRenderer.gameObject.SetLayer(15, isSetChildren: true);
spriteRenderer.sortingOrder = GetMaskSortingOrder();
spriteRenderer.name = "SpineMask";
spriteRenderer.transform.localRotation = GetMaskImageRotation();
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EmotionMessage");
_emotionLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EmotionMessage"));
_emotionLabel.transform.Find("Scale").GetComponent<UIPanel>().depth = GetEmoteLabelDepth();
_emotionLabel.SetActive(value: false);
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EnvironmentMessage");
_enviromentLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EnvironmentMessage"));
_enviromentLabel.SetActive(value: false);
base.GameObject.SetActive(value: false);
});
}
private RenderTextureFormat GetLutFormat()
{
RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32;
if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
{
renderTextureFormat = RenderTextureFormat.ARGB64;
if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
{
renderTextureFormat = RenderTextureFormat.ARGBHalf;
}
if (!IsRenderTextureFormatSupportedForLinearFiltering(renderTextureFormat))
{
Debug.LogError("RenderTexture not Supported.");
}
}
return renderTextureFormat;
}
private static bool IsRenderTextureFormatSupportedForLinearFiltering(RenderTextureFormat format)
{
return SystemInfo.IsFormatSupported(GraphicsFormatUtility.GetGraphicsFormat(format, RenderTextureReadWrite.Linear), FormatUsage.Linear);
}
public void EnableEvolve(bool enable)
{
_charaInfo.Quad.SetActive(!enable);
_evoCamera.gameObject.SetActive(enable);
}
public override void PlayMotion(ClassCharaPrm.MotionType motionType)
{
if (BattleManagerBase.GetIns().IsRecovery || !_isAnimation)
{
return;
}
_currentMotion = motionType;
Animator[] animators = _charaInfo.Animators;
foreach (Animator animator in animators)
{
if (_currentMotion == ClassCharaPrm.MotionType.damage || motionType == ClassCharaPrm.MotionType.damage)
{
animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
string trigger = ClassCharaPrm.MotionType.damage.ToString();
animator.SetTrigger(trigger);
}
else if (animator.GetCurrentAnimatorStateInfo(0).IsName(IDLE_NAME))
{
animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
animator.SetTrigger(motionType.ToString());
_effectInfo.PlayEffect(motionType);
}
else
{
BattleCoroutine.GetInstance().StartCoroutine(WaitMotionEnd(animator, motionType));
}
}
}
public override void ResetMotion()
{
_currentMotion = ClassCharaPrm.MotionType.idle;
Animator[] animators = _charaInfo.Animators;
foreach (Animator obj in animators)
{
obj.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
obj.SetTrigger(ClassCharaPrm.MotionType.idle.ToString());
}
}
private IEnumerator WaitMotionEnd(Animator animator, ClassCharaPrm.MotionType motionType)
{
animator.SetTrigger(ClassCharaPrm.MotionType.idle.ToString());
_currentMotion = ClassCharaPrm.MotionType.idle;
yield return new WaitForSeconds(0.1f);
animator.ResetTrigger(ClassCharaPrm.MotionType.idle.ToString());
animator.SetTrigger(motionType.ToString());
_effectInfo.PlayEffect(motionType);
}
public override bool IsAnimationEnable()
{
return _isAnimation;
}
protected override string GetTagName()
{
return "Enemy";
}
protected override Quaternion ConvertBackPanelRotation(Quaternion originalRotation)
{
return Quaternion.Euler(0f, -180f, 180f);
}
protected override Vector3 GetPosition()
{
return Global.CLASS_BATTLE_POSITION_ENEMY;
}
protected override void SetUpAnchor(GameObject o)
{
o.transform.localPosition = WIDGET_POSITION;
UIWidget uIWidget = o.AddComponent<UIWidget>();
uIWidget.topAnchor.relative = 1f;
uIWidget.topAnchor.absolute = WIDGET_OFFSET_TOP;
Transform target = BattleManagerBase.GetIns().Battle3DContainer.transform.Find("Camera");
uIWidget.topAnchor.target = target;
uIWidget.bottomAnchor.target = target;
uIWidget.bottomAnchor.relative = 0.5f;
uIWidget.bottomAnchor.absolute = WIDGET_OFFSET_BOTTOM;
}
protected override void AttachOtherUI(GameObject o)
{
BattleManagerBase.GetIns().BattleEnemy.BattleView.EpPanel.transform.parent = o.transform;
EnemyStatusPanelControl enemyStatusPanelControl = BattleManagerBase.GetIns().BattleEnemy.StatusPanelControl as EnemyStatusPanelControl;
if ((bool)enemyStatusPanelControl)
{
enemyStatusPanelControl.ChangePPPanelParent(o.transform, PP_PANEL_POSITION);
}
}
public override Vector3 GetSpinePosition()
{
return new Vector3(0f, -0.36f, 0.17f);
}
public override Vector3 GetMaskImagePosition()
{
return new Vector3(0f, 0.04f, 0f);
}
protected override Vector3 GetShieldPosition()
{
return new Vector3(1.86f, 0.48f, 0f);
}
protected override Vector3 GetLifeIconPosition()
{
return new Vector3(0f, 0f, 0.1f);
}
protected override string GetTextureName()
{
return "mt_Encampment_Chara_1_Rev";
}
public override Quaternion GetMaskImageRotation()
{
return Quaternion.Euler(new Vector3(0f, 0f, 180f));
}
public override Vector3 ConvertSpineScale(Vector3 originalScale)
{
return originalScale;
}
protected int GetSpineSortingOrder()
{
return -1;
}
protected int GetMaskSortingOrder()
{
return -1;
}
protected override int GetEmoteLabelDepth()
{
return 0;
}
protected override int GetCharaId()
{
return GameMgr.GetIns().GetDataMgr().GetEnemyCharaId();
}
public override int GetSkinId()
{
return GameMgr.GetIns().GetDataMgr().GetEnemySkinId();
}
public override int GetStencil()
{
return 2;
}
public override void SetAnimationEnable(bool enable)
{
_isAnimation = enable;
if (enable)
{
PlayMotion(ClassCharaPrm.MotionType.idle);
SetAnimatorSpeed(1f);
return;
}
Animator[] animators = _charaInfo.Animators;
for (int i = 0; i < animators.Length; i++)
{
animators[i].Play(ClassCharaPrm.MotionType.idle.ToString(), -1, 0f);
}
SetAnimatorSpeed(0f);
}
private void SetAnimatorSpeed(float speed)
{
Animator[] animators = _charaInfo.Animators;
for (int i = 0; i < animators.Length; i++)
{
animators[i].speed = speed;
}
}
public override float GetCurrentClipTime()
{
return 0f;
}
public override bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
{
return false;
}
protected override IEnumerator WaitReturnFrame()
{
yield return null;
}
public override void OutFrame()
{
}
public override int GetSpineSortingOrder(bool isBack = false)
{
if (!isBack)
{
return -1;
}
return -9;
}
public override int GetMaskSortingOrder(bool isBack = false)
{
if (!isBack)
{
return -1;
}
return -9;
}
public override void SetTrigger(string str)
{
}
public override IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType)
{
yield return null;
}
public override IEnumerator WaitMotionEnd()
{
yield return null;
}
public override void ChangeFace(ClassCharaPrm.FaceType faceType)
{
}
public override void ClearResourceObject()
{
if (_class3DMaterial != null)
{
Object.Destroy(_class3DMaterial);
_class3DMaterial = null;
}
if (_norCamera != null && _norCamera.targetTexture != null)
{
_norCamera.targetTexture.Release();
_norCamera.targetTexture = null;
}
if (_effectInfo != null)
{
_effectInfo.DestroyEffect();
_effectInfo = null;
}
if (_charaInfo != null)
{
_charaInfo.Destroy();
_charaInfo = null;
}
if (_root != null)
{
Object.Destroy(_root);
_root = null;
}
Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(_classCharacterId.ToString(), ResourcesManager.AssetLoadPathType.ClassChara3D));
}
public override ClassCharaPrm.MotionType GetMotion()
{
return _currentMotion;
}
public override bool IsNoEvolveShift()
{
return false;
}
public override bool IsOpponentReverse()
{
return false;
}
}

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using System.Collections;
using UnityEngine;
using Wizard.Battle.Sound;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.ClassCharacter;
public abstract class ClassCharacterBase : IClassCharacter
{
protected const float ENEMY_ORTHO_SCALE_X = 0.934f;
protected Vector3 _initPosition;
private LeaderSoundManager _leaderSoundManager;
protected bool _isAnimation;
protected GameObject _emotionLabel;
protected GameObject _enviromentLabel;
protected abstract Vector3 MessagePosition { get; }
public GameObject GameObject { get; protected set; }
public bool IsWaiting { get; private set; }
public bool IsRecovery { get; private set; }
protected ClassCharacterBase()
{
_leaderSoundManager = new LeaderSoundManager();
}
public abstract VfxBase CreateLoadResouceVfx();
public abstract void ClearResourceObject();
public abstract void PlayMotion(ClassCharaPrm.MotionType motionType);
public abstract void ResetMotion();
public abstract void SetTrigger(string str);
public abstract IEnumerator WaitMotionEnd();
public abstract void ChangeFace(ClassCharaPrm.FaceType faceType);
public abstract IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType);
public abstract void SetAnimationEnable(bool enable);
public abstract bool IsAnimationEnable();
public VfxBase CreateLoadVoiceResource(string voiceId)
{
OpeningVfx.OpenningLogStep = "CreateLoadVoiceResource " + voiceId;
return _leaderSoundManager.CreateLoadResouceVfx(voiceId);
}
public VfxBase PlayVoice(string voiceId, bool forcePlay = false)
{
OpeningVfx.OpenningLogStep = "PlayVoice " + voiceId;
return _leaderSoundManager.CreatePlayVfx(voiceId, forcePlay);
}
public VfxBase PlaySkinEvolveSe(string skinId, string suffix)
{
OpeningVfx.OpenningLogStep = "PlaySe " + skinId + suffix;
return _leaderSoundManager.CreateLoadAndPlayEvolveSeVfx(skinId, suffix);
}
public VfxBase ShowVoiceMessage(string text)
{
return InstantVfx.Create(delegate
{
if (GameMgr.GetIns().IsWatchBattle)
{
if (GameMgr.GetIns().GetDataMgr().Is3DSkin(isPlayer: true))
{
_emotionLabel.layer = 24;
}
else
{
_emotionLabel.SetLayer(24, isSetChildren: true);
}
}
else
{
_emotionLabel.layer = 24;
}
_emotionLabel.SetActive(value: true);
_emotionLabel.transform.Find("Scale/MessageLabel").GetComponent<UILabel>().text = text;
_emotionLabel.transform.position = MessagePosition;
});
}
public VfxBase HideVoiceMessage()
{
return InstantVfx.Create(delegate
{
_emotionLabel.SetActive(value: false);
});
}
public VfxBase SetWaiting(bool flag)
{
IsWaiting = flag;
return UpdateEnviromentMessage();
}
public VfxBase SetRecovery(bool flag)
{
IsRecovery = flag;
return UpdateEnviromentMessage();
}
public VfxBase ResetStatusInfo()
{
IsRecovery = false;
IsWaiting = false;
return UpdateEnviromentMessage();
}
public VfxBase UpdateEnviromentMessage()
{
return InstantVfx.Create(delegate
{
if (_enviromentLabel != null)
{
_enviromentLabel.layer = LayerMask.NameToLayer("FrontUI");
string text = string.Empty;
if (IsRecovery)
{
text = Data.SystemText.Get("Battle_0473");
}
else if (IsWaiting)
{
text = Data.SystemText.Get("Battle_0445");
}
_enviromentLabel.SetActive(text != string.Empty);
_enviromentLabel.transform.Find("Scale/MessageLabel").GetComponent<UILabel>().text = text;
_enviromentLabel.transform.position = MessagePosition;
}
});
}
public abstract void OutFrame();
public void IntoFrame()
{
BattleCoroutine.GetInstance().StartCoroutine(WaitReturnFrame());
}
protected abstract IEnumerator WaitReturnFrame();
public abstract float GetCurrentClipTime();
public abstract bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType);
protected abstract string GetTagName();
protected abstract Quaternion ConvertBackPanelRotation(Quaternion originalRotation);
protected abstract Vector3 GetPosition();
protected abstract void SetUpAnchor(GameObject o);
protected abstract void AttachOtherUI(GameObject o);
public abstract Vector3 GetSpinePosition();
public abstract Vector3 GetMaskImagePosition();
protected abstract Vector3 GetShieldPosition();
protected abstract Vector3 GetLifeIconPosition();
protected abstract string GetTextureName();
public abstract Quaternion GetMaskImageRotation();
public abstract Vector3 ConvertSpineScale(Vector3 originalScale);
public abstract int GetSpineSortingOrder(bool isBack = false);
public abstract int GetMaskSortingOrder(bool isBack = false);
protected abstract int GetEmoteLabelDepth();
protected abstract int GetCharaId();
public abstract int GetSkinId();
public abstract int GetStencil();
public abstract ClassCharaPrm.MotionType GetMotion();
public abstract bool IsNoEvolveShift();
public abstract bool IsOpponentReverse();
}

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using System.Collections;
using System.Collections.Generic;
using Cute;
using Spine;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.ClassCharacter;
public abstract class HighRankSpineClassCharacter : ClassCharacterBase
{
public const string EFFECT_FILE_PATH = "Jpn/Effect/Effects/";
protected readonly float ScreenWidthFraction = 0.5f;
protected readonly float ScreenHeightFraction = 0.05f;
public SpineObject _backSpineObject;
public SpineObject _frontSpineObject;
private ClassCharaPrm.MotionType _currentMotion = ClassCharaPrm.MotionType.idle;
public List<HighRankEffectInfo> EvolveEffects = new List<HighRankEffectInfo>();
public bool IsEvolveSkin { get; private set; }
protected override Vector3 MessagePosition => UIManager.GetInstance().getCamera().ScreenToWorldPoint(new Vector3((float)Screen.width * ScreenWidthFraction, (float)Screen.height * ScreenHeightFraction, 0f));
public HighRankSpineClassCharacter()
{
}
public static Vector3 BoneWorldToGlobalPosConsiderRotate(Bone _bone, Transform _position, Vector3 _lossyScale)
{
return _position.position + Quaternion.Euler(_position.eulerAngles) * (Vector3.Scale(new Vector3(_bone.WorldX, _bone.WorldY, 0f), _lossyScale) - Vector3.Scale(_position.localPosition, _position.lossyScale));
}
public IEnumerator TrackTarget(bool isFront, GameObject effect, Vector3 absolutePosition, bool _followX = true, bool _followY = true, Bone bone = null, bool trackRotation = false, Transform traskScale = null, float _coefficient = 1f)
{
GameObject spine = (isFront ? _frontSpineObject._spineObject : _backSpineObject._spineObject);
Transform transform = effect.transform;
Vector3 baseLocalScale = transform.localScale;
while (this != null && !(spine == null) && !(transform == null))
{
if (_followX && _followY)
{
transform.position = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale);
}
else if (!_followX)
{
Vector3 position = transform.position;
position.y = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale).y;
transform.position = position;
}
else if (!_followY)
{
Vector3 position2 = transform.position;
position2.x = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale).x;
transform.position = position2;
}
if (trackRotation && bone != null)
{
float num = (((bone.Skeleton.ScaleX < 0f) ^ (bone.Skeleton.ScaleY < 0f) ^ (spine.transform.localScale.x < 0f)) ? (-1f) : 1f);
Vector3 eulerAngles = transform.localRotation.eulerAngles;
transform.localRotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, bone.WorldRotationX * num);
}
if (traskScale != null)
{
transform.localScale = Vector3.Scale(baseLocalScale * _coefficient, traskScale.localScale);
}
yield return null;
}
}
public static bool IsEvolveMotion(ClassCharaPrm.MotionType motionType)
{
if (motionType == ClassCharaPrm.MotionType.extra || (uint)(motionType - 15) <= 2u)
{
return true;
}
return false;
}
public static bool IsOpponentEvolveMotion(ClassCharaPrm.MotionType motionType)
{
if ((uint)(motionType - 18) <= 2u)
{
return true;
}
return false;
}
public override void PlayMotion(ClassCharaPrm.MotionType motionType)
{
if ((BattleManagerBase.GetIns() != null && BattleManagerBase.GetIns().IsRecovery) || (_frontSpineObject._animator == null && _backSpineObject._animator == null))
{
return;
}
if (!_isAnimation)
{
if (!IsEvolveSkin)
{
return;
}
bool num = IsEvolveMotion(motionType);
bool flag = IsOpponentEvolveMotion(motionType);
if (num || flag)
{
_currentMotion = motionType;
if (_frontSpineObject._animator != null)
{
Animator animator = _frontSpineObject._animator;
animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
}
if (_backSpineObject._animator != null)
{
Animator animator2 = _backSpineObject._animator;
animator2.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, animator2.GetCurrentAnimatorStateInfo(0).normalizedTime);
}
}
else if (motionType == ClassCharaPrm.MotionType.z_idle && _currentMotion != motionType)
{
_currentMotion = motionType;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, 0f);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, 0f);
}
}
return;
}
_currentMotion = motionType;
bool isEvolve = IsEvolveMotion(motionType);
if (_frontSpineObject._animator != null && !isEvolve)
{
_frontSpineObject._animator.SetTrigger(motionType.ToString());
}
if (_backSpineObject._animator != null && !isEvolve)
{
_backSpineObject._animator.SetTrigger(motionType.ToString());
}
BattleCoroutine.GetInstance().StartCoroutine(WaitMotionEnd());
if (isEvolve)
{
float normalizedTime = 1f / _frontSpineObject._animator.GetCurrentAnimatorClipInfo(0)[0].clip.frameRate;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(motionType.ToString(), 0, normalizedTime);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(motionType.ToString(), 0, normalizedTime);
}
}
if (BattleManagerBase.GetIns() == null)
{
new BattleResourceMgr();
}
else
{
_ = BattleManagerBase.GetIns().BattleResourceMgr;
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
Transform effectTransform = ((_frontSpineObject._spineObject != null) ? _frontSpineObject._spineObject.transform : _backSpineObject._spineObject.transform);
foreach (HighRankEffectInfo effect in EvolveEffects)
{
if (!effect.IsEffectMotion(motionType) || !(effect.Prefab != ""))
{
continue;
}
Object original = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(effect.Prefab, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true));
EffectBattle effObject = (Object.Instantiate(original) as GameObject).AddComponent<EffectBattle>();
effObject.gameObject.SetActive(value: false);
if (!isEvolve)
{
effObject.transform.SetParent(_frontSpineObject._skeletonMecanim.transform);
}
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
if (BattleManagerBase.GetIns() != null)
{
if (Global.PreLoadSkinId.Contains(GetSkinId()) && this is PlayerHighRankSpineClassCharacter)
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetEffectMgr().SetOnlyUIParticleShader(effObject.gameObject);
}));
}
else
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(effObject.gameObject, delegate
{
}, isBattle: true);
}));
}
}
if (effect.Delay > 0)
{
sequentialVfxPlayer2.Register(WaitVfx.Create((float)effect.Delay / 30f));
}
sequentialVfxPlayer2.Register(new DelaySetupVfx(() => new SkinEffectVfx(() => effObject, effectTransform, effect.Layer, isEvolve)));
if (effect.TargetBoneName != "")
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
BattleCoroutine.GetInstance().StartCoroutine(TrackTarget(isFront: true, effObject.gameObject, Vector3.zero, _followX: true, _followY: true, _frontSpineObject._skeletonMecanim.Skeleton.FindBone(effect.TargetBoneName)));
}));
}
parallelVfxPlayer.Register(sequentialVfxPlayer2);
}
sequentialVfxPlayer.Register(parallelVfxPlayer);
if (BattleManagerBase.GetIns() != null)
{
BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(sequentialVfxPlayer);
}
}
public override void ResetMotion()
{
_currentMotion = ClassCharaPrm.MotionType.idle;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(ClassCharaPrm.MotionType.idle.ToString(), 0, 0f);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(ClassCharaPrm.MotionType.idle.ToString(), 0, 0f);
}
}
public override ClassCharaPrm.MotionType GetMotion()
{
return _currentMotion;
}
private void Load()
{
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
ClassCharacterMasterData charaPrmByCharaId = dataMgr.GetCharaPrmByCharaId(GetCharaId());
bool isPlayer = this is PlayerHighRankSpineClassCharacter;
IsEvolveSkin = dataMgr.IsEvolveSkin(isPlayer);
GameObject gobj = new ClassCardCreator(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(charaPrmByCharaId.path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true))).LoadRootObject();
int skinId = GetSkinId();
GameObject gameObject = NGUITools.AddChild(BattleManagerBase.GetIns().Battle3DContainer);
gameObject.name = "ClassCharacterRoot";
GameObject gameObject2 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, gameObject);
SetUpAnchor(gameObject);
AttachOtherUI(gameObject);
GameObject gameObject3 = gameObject2.transform.Find("ClassObj").gameObject;
GameObject gameObject4 = gameObject2.transform.Find("Collider").gameObject;
base.GameObject = gameObject2;
base.GameObject.tag = GetTagName();
base.GameObject.transform.localPosition = GetPosition();
_initPosition = base.GameObject.transform.position;
gameObject3.transform.localScale = Global.CLASS_BATTLE_SCALE;
gameObject3.tag = GetTagName();
gameObject4.tag = GetTagName();
Transform transform = gameObject3.transform.Find("Class");
transform.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_" + skinId + "_Base", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(transform.gameObject, 15);
Transform child = transform.transform.GetChild(0);
child.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_" + skinId + "_Outside", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(child.gameObject, 10);
CardTemplate cardTemplate = gameObject2.AddComponent<CardTemplate>();
cardTemplate.CardWrapObjTemp = gameObject3;
cardTemplate.Collider = gameObject4.GetComponent<BoxCollider>();
Transform transform2 = transform.transform;
transform2.localRotation = ConvertBackPanelRotation(transform2.localRotation);
GameObject gameObject5 = gameObject3.transform.Find("Shield").gameObject;
gameObject5.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
gameObject5.GetComponent<MeshRenderer>().sharedMaterial = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
gameObject5.GetComponent<MeshRenderer>().sharedMaterial.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
gameObject5.transform.localPosition = GetShieldPosition();
gameObject5.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
GameMgr.GetIns().GetEffectMgr().SetParticleShader(gameObject5);
MeshRenderer component = transform.GetComponent<MeshRenderer>();
MeshRenderer component2 = child.GetComponent<MeshRenderer>();
Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_" + skinId + "_Frame", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)) as Material;
if (material != null)
{
material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_" + skinId + "_Frame", ResourcesManager.AssetLoadPathType.ClassCharaFrameTexture, isfetch: true));
}
Material material2 = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath(GetTextureName(), ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
material2.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(((int)charaPrmByCharaId.ClassColorId).ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaEncampment, isfetch: true));
CardCreatorBase.SetupClassMaterialToCenterCharacterMesh(component, component2, material2, material);
gameObject5.SetActive(value: true);
SBattleLoad sBattleLoad = BattleManagerBase.GetIns().SBattleLoad;
GameObject gameObject6 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath("cmn_frame_class_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)), BattleManagerBase.GetIns().Battle3DContainer);
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject6, null, isBattle: true, isField: true);
gameObject6.transform.parent = gameObject3.transform;
gameObject6.transform.localPosition = new Vector3(0f, 0.1f, 0.15f);
gameObject6.transform.localRotation = GetMaskImageRotation();
gameObject6.transform.localScale = new Vector3(6.4f, 6.4f, 20.48f);
gameObject6.SetActive(value: false);
cardTemplate.FrameEffectNormal = gameObject6;
GameObject gameObject7 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(sBattleLoad.LifePoolIcon, BattleManagerBase.GetIns().Battle3DContainer);
gameObject7.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
gameObject7.transform.parent = gameObject5.transform;
gameObject7.transform.localPosition = GetLifeIconPosition();
gameObject3.transform.localScale = new Vector3(80f, 80f, 25f);
gameObject4.transform.localScale = new Vector3(80f, 80f, 25f);
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
(cardTemplate.LifeLabelTemp = gameObject7.transform.Find("LifeLabel").GetComponent<UILabel>()).text = cardParameterFromId.Life.ToString();
_frontSpineObject = new SpineObject();
_frontSpineObject.LoadAndSet(skinId.ToString(), this, gameObject3.transform);
_backSpineObject = new SpineObject();
_backSpineObject.LoadAndSet(skinId.ToString(), this, gameObject3.transform, isBack: true);
string key = "class_" + skinId;
if (Data.Master.HighRankEffect.ContainsKey(key))
{
EvolveEffects = Data.Master.HighRankEffect[key];
}
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EmotionMessage");
_emotionLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EmotionMessage"));
_emotionLabel.transform.Find("Scale").GetComponent<UIPanel>().depth = GetEmoteLabelDepth();
_emotionLabel.SetActive(value: false);
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EnvironmentMessage");
_enviromentLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EnvironmentMessage"));
_enviromentLabel.SetActive(value: false);
base.GameObject.SetActive(value: false);
}
public override VfxBase CreateLoadResouceVfx()
{
return InstantVfx.Create(delegate
{
Load();
});
}
public override void ClearResourceObject()
{
if (_frontSpineObject != null)
{
_frontSpineObject.Clear();
}
if (_backSpineObject != null)
{
_backSpineObject.Clear();
}
}
protected override IEnumerator WaitReturnFrame()
{
BattleCoroutine.GetInstance().StartCoroutine(_backSpineObject.WaitReturnFrame(GetSpinePosition(), isHighRank: true));
yield return _frontSpineObject.WaitReturnFrame(GetSpinePosition(), isHighRank: true);
}
public override void OutFrame()
{
if (_isAnimation)
{
_frontSpineObject.OutFrame(isHighRank: true);
_backSpineObject.OutFrame(isHighRank: true);
}
}
public override void SetTrigger(string str)
{
_frontSpineObject._animator.SetTrigger(str);
_backSpineObject._animator.SetTrigger(str);
}
public override IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType)
{
yield return null;
string faceStr = faceType.ToString();
_frontSpineObject.WaitChangeFace(faceStr);
_backSpineObject.WaitChangeFace(faceStr);
}
public override void SetAnimationEnable(bool enable)
{
bool isAnimation = _isAnimation;
_isAnimation = enable;
BattleManagerBase ins = BattleManagerBase.GetIns();
bool isPlayer = this is PlayerHighRankSpineClassCharacter;
bool isEvolved = false;
if (ins != null)
{
isEvolved = ins.GetBattlePlayer(isPlayer).IsSkinEvolved;
}
_frontSpineObject.SetAnimationEnable(_isAnimation, isAnimation, IsEvolveSkin, isEvolved);
_backSpineObject.SetAnimationEnable(_isAnimation, isAnimation, IsEvolveSkin, isEvolved);
}
public override bool IsAnimationEnable()
{
return _isAnimation;
}
public override IEnumerator WaitMotionEnd()
{
yield return null;
float num = 0f;
if (_frontSpineObject._animator != null)
{
num = ((!GetCurrentClipIsName(ClassCharaPrm.MotionType.idle)) ? _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length : (_frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length * 0.5f));
}
num -= Time.deltaTime * 2f;
yield return new WaitForSeconds(num);
ChangeFace(ClassCharaPrm.FaceType.skin_01);
}
public override void ChangeFace(ClassCharaPrm.FaceType faceType)
{
if (BattleManagerBase.GetIns() != null && !BattleManagerBase.GetIns().IsRecovery && _isAnimation && !(_frontSpineObject._skeletonMecanim == null))
{
BattleCoroutine.GetInstance().StartCoroutine(WaitChangeFace(faceType));
}
}
public override float GetCurrentClipTime()
{
if (_frontSpineObject._animator == null)
{
return 0f;
}
return _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length;
}
public override bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
{
if (_frontSpineObject._animator == null)
{
return false;
}
return _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).IsName(motionType.ToString());
}
public override bool IsNoEvolveShift()
{
return false;
}
public override bool IsOpponentReverse()
{
return false;
}
}

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using System.Collections;
using System.Linq;
using Cute;
using Spine;
using Spine.Unity;
using UnityEngine;
namespace Wizard.Battle.Player.ClassCharacter;
public class SpineObject
{
protected readonly string ANIMATION_TRANSFORM_NAME = "AnimationTransform";
public const float SPINE_CORRECTION_SCALE = 1.003125f;
public const float SPINE_ORTHO_SCALE_Y = 1.1207f;
protected readonly Vector3 SPINE_DEFAULT_SCALE = new Vector3(6.4f, 6.4f, 20.48f) * 1.003125f;
protected readonly Vector3 SPINE_EVOLVE_ROTATION = new Vector3(-29f, 0f, 0f);
protected readonly Vector3 OUT_OF_FRAME_POSITION = new Vector3(3f, 2f, -6f);
public static readonly Vector3 BILLBOARD_ROTATE = new Vector3(-12f, 0f, 0f);
public static readonly Vector3 BILLBOARD_ROTATE_REVERSE_VERTICAL = new Vector3(-12f, 0f, 180f);
protected readonly Vector3 BILLBOARD_ROTATE_EVOLVE = new Vector3(-29f, 0f, 0f);
protected readonly Vector3 SPINE_EVOLVE_SCALE = new Vector3(5.8f, 6.5f, 20.48f) * 1.003125f;
public static readonly Vector3 OPPONENT_MECANIM_POSITION = new Vector3(0f, -0.2f, 0f);
public GameObject _spineObject;
protected Transform _animationTransform;
protected SpriteRenderer _maskOutSprite;
protected Material _spineMaterial;
protected Material _maskMaterial;
protected Vector3 _spineEvolveScale;
protected ClassCharacterBase _character;
public SkeletonMecanim _skeletonMecanim { get; private set; }
public Animator _animator { get; private set; }
public SpriteRenderer _maskSprite { get; protected set; }
public bool IsBack { get; private set; }
public bool IsNoEvolveShift { get; private set; }
public bool IsOpponentReverse { get; private set; }
private string MaskTextureName(string skinId)
{
if (_character is HighRankSpineClassCharacter)
{
return "tx_Encampment_" + skinId + "_mask";
}
if (Global.IsSnCollabSkin(int.Parse(skinId)))
{
return "tx_Encampment_sn_mask";
}
return "tx_encampment_mask";
}
private void SetMaterialInfo(MeshRenderer meshRenderer, int stencil)
{
_spineMaterial = Object.Instantiate(meshRenderer.material);
_spineMaterial.SetInt("_Stencil", stencil);
meshRenderer.material = _spineMaterial;
for (int i = 0; i < meshRenderer.materials.Length; i++)
{
Material material = meshRenderer.materials[i];
if (material != null && material.GetInt("_Stencil") != stencil)
{
meshRenderer.materials[i] = Object.Instantiate(material);
meshRenderer.materials[i].SetInt("_Stencil", stencil);
}
}
}
public void LoadAndSetTest(string skinId, ClassCharacterBase character, Transform wrapObject, bool isBack = false)
{
_spineObject = null;
_character = character;
IsBack = isBack;
IsNoEvolveShift = _character.IsNoEvolveShift();
GameObject gameObject = Resources.Load<GameObject>("Jpn/Ui/ClassChar/Prefab/class_" + skinId);
if (!(gameObject != null))
{
return;
}
_maskSprite = new GameObject().AddComponent<SpriteRenderer>();
_maskSprite.sprite = Resources.Load<Sprite>("Jpn/Ui/ClassChar/Textures/" + MaskTextureName(skinId));
_maskMaterial = Object.Instantiate(Resources.Load<Material>("Jpn/Ui/ClassChar/Materials/mt_encampment_mask"));
_maskMaterial.SetInt("_Stencil", character.GetStencil());
_maskSprite.material = _maskMaterial;
_maskSprite.transform.parent = wrapObject;
_maskSprite.transform.localPosition = character.GetMaskImagePosition();
_maskSprite.transform.localScale = Vector3.one * 0.46f;
_maskSprite.gameObject.layer = 15;
_maskSprite.sortingOrder = character.GetMaskSortingOrder(IsBack);
_maskSprite.name = "SpineMask";
_maskSprite.transform.localRotation = character.GetMaskImageRotation();
_maskOutSprite = new GameObject().AddComponent<SpriteRenderer>();
_maskOutSprite.sprite = Resources.Load<Sprite>("Jpn/Ui/ClassChar/Textures/tx_encampment_mask_out");
_maskOutSprite.material = _maskMaterial;
_maskOutSprite.transform.parent = wrapObject;
_maskOutSprite.transform.localPosition = character.GetMaskImagePosition();
_maskOutSprite.transform.localScale = new Vector3(30f, 30f, 1f);
_maskOutSprite.gameObject.layer = 10;
_maskOutSprite.sortingOrder = character.GetMaskSortingOrder(IsBack);
_maskOutSprite.name = "SpineMaskOut";
_maskOutSprite.gameObject.SetActive(value: false);
if (character is HighRankSpineClassCharacter)
{
GameObject gameObject2 = null;
foreach (Transform item in gameObject.transform)
{
if (item.gameObject.name == (IsBack ? "back" : "front"))
{
gameObject2 = item.gameObject;
break;
}
}
if (!(gameObject2 != null))
{
return;
}
gameObject = gameObject2;
}
_spineObject = Object.Instantiate(gameObject);
_animationTransform = _spineObject.transform.Find(ANIMATION_TRANSFORM_NAME);
Transform transform2 = _spineObject.transform;
MotionUtils.SetLayerAll(_spineObject, 15);
transform2.parent = wrapObject;
transform2.localPosition = character.GetSpinePosition();
transform2.localScale = character.ConvertSpineScale(transform2.localScale);
transform2.localEulerAngles = GetDefaultRotate();
_skeletonMecanim = transform2.GetComponentInChildren<SkeletonMecanim>();
if (IsOpponentReverse)
{
_skeletonMecanim.transform.localPosition = OPPONENT_MECANIM_POSITION;
}
MeshRenderer component = _skeletonMecanim.GetComponent<MeshRenderer>();
component.sortingOrder = character.GetSpineSortingOrder(IsBack);
_animator = transform2.GetComponentInChildren<Animator>();
_animator.speed = 1f;
SetMaterialInfo(component, character.GetStencil());
_spineEvolveScale = new Vector3(SPINE_DEFAULT_SCALE.x * Mathf.Abs(_animationTransform.localScale.x), SPINE_DEFAULT_SCALE.y * Mathf.Abs(_animationTransform.localScale.y) * 1.1207f, SPINE_DEFAULT_SCALE.z * Mathf.Abs(_animationTransform.localScale.z)) * 1.3f;
}
public void LoadAndSet(string skinId, ClassCharacterBase character, Transform wrapObject, bool isBack = false)
{
IsBack = isBack;
_character = character;
IsNoEvolveShift = _character.IsNoEvolveShift();
IsOpponentReverse = _character.IsOpponentReverse();
_maskSprite = new GameObject().AddComponent<SpriteRenderer>();
_maskSprite.sprite = Toolbox.ResourcesManager.LoadObject<Sprite>(Toolbox.ResourcesManager.GetAssetTypePath(MaskTextureName(skinId), ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
_maskMaterial = Object.Instantiate(Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_encampment_mask", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)));
_maskMaterial.SetInt("_Stencil", character.GetStencil());
_maskSprite.material = _maskMaterial;
_maskSprite.transform.parent = wrapObject;
_maskSprite.transform.localPosition = character.GetMaskImagePosition();
_maskSprite.transform.localScale = Vector3.one * 0.46f;
_maskSprite.gameObject.layer = 15;
_maskSprite.sortingOrder = character.GetMaskSortingOrder(IsBack);
_maskSprite.name = "SpineMask";
_maskSprite.transform.localRotation = character.GetMaskImageRotation();
_maskOutSprite = new GameObject().AddComponent<SpriteRenderer>();
_maskOutSprite.sprite = Toolbox.ResourcesManager.LoadObject<Sprite>(Toolbox.ResourcesManager.GetAssetTypePath("tx_encampment_mask_out", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
_maskOutSprite.material = _maskMaterial;
_maskOutSprite.transform.parent = wrapObject;
_maskOutSprite.transform.localPosition = character.GetMaskImagePosition();
_maskOutSprite.transform.localScale = new Vector3(30f, 30f, 1f);
_maskOutSprite.gameObject.layer = 10;
_maskOutSprite.sortingOrder = character.GetMaskSortingOrder(IsBack);
_maskOutSprite.name = "SpineMaskOut";
_maskOutSprite.gameObject.SetActive(value: false);
_spineObject = null;
GameObject gameObject = Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(skinId, ResourcesManager.AssetLoadPathType.ClassCharaSpine, isfetch: true));
if (!(gameObject != null))
{
return;
}
if (character is HighRankSpineClassCharacter)
{
GameObject gameObject2 = null;
foreach (Transform item in gameObject.transform)
{
if (item.gameObject.name == (IsBack ? "back" : "front"))
{
gameObject2 = item.gameObject;
break;
}
}
if (!(gameObject2 != null))
{
return;
}
gameObject = gameObject2;
}
_spineObject = Object.Instantiate(gameObject);
_animationTransform = _spineObject.transform.Find(ANIMATION_TRANSFORM_NAME);
MotionUtils.SetLayerAll(_spineObject, 15);
Transform transform2 = _spineObject.transform;
transform2.parent = wrapObject;
transform2.localPosition = character.GetSpinePosition();
transform2.localScale = character.ConvertSpineScale(transform2.localScale);
transform2.localEulerAngles = GetDefaultRotate();
_skeletonMecanim = transform2.GetComponentInChildren<SkeletonMecanim>();
if (IsOpponentReverse)
{
_skeletonMecanim.transform.localPosition = OPPONENT_MECANIM_POSITION;
}
MeshRenderer component = _skeletonMecanim.GetComponent<MeshRenderer>();
component.sortingOrder = character.GetSpineSortingOrder(IsBack);
_animator = transform2.GetComponentInChildren<Animator>();
_animator.speed = 1f;
SetMaterialInfo(component, character.GetStencil());
_spineEvolveScale = new Vector3(SPINE_DEFAULT_SCALE.x * Mathf.Abs(_animationTransform.localScale.x), SPINE_DEFAULT_SCALE.y * Mathf.Abs(_animationTransform.localScale.y) * 1.1207f, SPINE_DEFAULT_SCALE.z * Mathf.Abs(_animationTransform.localScale.z)) * 1.3f;
}
private Vector3 GetDefaultRotate()
{
if (!IsOpponentReverse)
{
return BILLBOARD_ROTATE;
}
return BILLBOARD_ROTATE_REVERSE_VERTICAL;
}
public void Clear()
{
if (_spineObject != null)
{
Object.Destroy(_spineObject);
}
_spineObject = null;
_skeletonMecanim = null;
_animator = null;
_spineMaterial = null;
_maskMaterial = null;
}
public void WaitChangeFace(string faceStr)
{
if (_skeletonMecanim != null)
{
_ = _skeletonMecanim.skeleton;
if (_skeletonMecanim.skeleton.Data.Skins.Any((Skin a) => a.Name == faceStr))
{
_skeletonMecanim.skeleton.SetSkin(faceStr);
}
}
}
public void OutFrame(bool isHighRank)
{
if (_maskOutSprite == null)
{
return;
}
_maskOutSprite.gameObject.SetActive(value: true);
if (!(_spineObject != null))
{
return;
}
if (isHighRank)
{
_maskOutSprite.gameObject.layer = 13;
_spineObject.layer = 13;
_skeletonMecanim.gameObject.layer = 13;
if (_character is PlayerHighRankSpineClassCharacter)
{
iTween.RotateTo(_spineObject, iTween.Hash("rotation", BILLBOARD_ROTATE_EVOLVE, "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
iTween.ScaleTo(_spineObject, iTween.Hash("scale", SPINE_EVOLVE_SCALE, "time", 0.3f, "easetype", iTween.EaseType.easeOutExpo));
}
return;
}
if (_skeletonMecanim != null)
{
_spineObject.layer = 10;
_skeletonMecanim.gameObject.layer = 10;
_skeletonMecanim.gameObject.GetComponent<MeshRenderer>().sortingOrder = 1000;
_maskOutSprite.sortingOrder = 1000;
}
if (IsNoEvolveShift)
{
_maskOutSprite.gameObject.layer = 13;
_spineObject.layer = 13;
_skeletonMecanim.gameObject.layer = 13;
return;
}
iTween.MoveTo(_spineObject, iTween.Hash("position", OUT_OF_FRAME_POSITION + _animationTransform.localPosition, "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
iTween.ScaleTo(_spineObject, iTween.Hash("scale", _spineEvolveScale, "time", 0.3f, "easetype", iTween.EaseType.easeOutExpo));
iTween.RotateTo(_spineObject, iTween.Hash("rotation", SPINE_EVOLVE_ROTATION, "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
public void SetAnimationEnable(bool isAnimation, bool previous, bool isEvolveSkin = false, bool isEvolved = false)
{
if (_animator == null)
{
return;
}
if (isEvolveSkin)
{
if (previous != isAnimation)
{
_animator.Play(((!isEvolved) ? ClassCharaPrm.MotionType.idle : ClassCharaPrm.MotionType.z_idle).ToString(), 0, 0f);
}
_animator.speed = (isAnimation ? 1 : 0);
return;
}
_animator.gameObject.SetActive(value: false);
_animator.gameObject.SetActive(value: true);
if (isAnimation)
{
_animator.enabled = true;
return;
}
_animator.enabled = false;
string faceStr = ClassCharaPrm.FaceType.skin_01.ToString();
if (_skeletonMecanim.skeleton.Data.Skins.Any((Skin a) => a.Name == faceStr))
{
_skeletonMecanim.skeleton.SetSkin(faceStr);
}
_skeletonMecanim.skeleton.Update(Time.deltaTime);
}
public IEnumerator WaitReturnFrame(Vector3 position, bool isHighRank)
{
if (_spineObject != null && !IsNoEvolveShift)
{
if (!isHighRank)
{
iTween.MoveTo(_spineObject, iTween.Hash("position", position, "time", 0.3f, "islocal", true, "easetype", iTween.EaseType.easeInExpo));
}
iTween.ScaleTo(_spineObject, iTween.Hash("scale", SPINE_DEFAULT_SCALE, "time", isHighRank ? 0.24f : 0.3f, "easetype", iTween.EaseType.easeInExpo));
iTween.RotateTo(_spineObject, iTween.Hash("rotation", GetDefaultRotate(), "time", isHighRank ? 0.24f : 0.3f, "islocal", true, "easetype", iTween.EaseType.easeInExpo));
}
yield return new WaitForSeconds(isHighRank ? 0.3f : 0.33f);
if (!IsNoEvolveShift)
{
SetDefaultLayer(isHighRank);
}
}
public void SetDefaultLayer(bool isHighRank)
{
if (_spineObject != null)
{
if (isHighRank || IsNoEvolveShift)
{
_maskOutSprite.gameObject.layer = 10;
}
_spineObject.layer = 15;
_skeletonMecanim.gameObject.layer = 15;
}
if (_skeletonMecanim != null)
{
_skeletonMecanim.gameObject.GetComponent<MeshRenderer>().sortingOrder = _character.GetSpineSortingOrder(IsBack);
_maskOutSprite.sortingOrder = _character.GetMaskSortingOrder(IsBack);
_maskSprite.sortingOrder = _character.GetMaskSortingOrder(IsBack);
}
if (_maskOutSprite != null)
{
_maskOutSprite.gameObject.SetActive(value: false);
}
}
}