Files
SVSimServer/SVSim.BattleEngine/Engine/AreaSelectChapterEffect.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

137 lines
4.0 KiB
C#

using System.Collections.Generic;
using Cute;
using UnityEngine;
public class AreaSelectChapterEffect
{
private static readonly Vector3 EFFECT_SCALE = new Vector3(320f, 320f, 320f);
private AreaSelectUI _areaSelectUI;
private List<string> _loadedResources = new List<string>();
private bool _isLoadEnd = true;
private Transform _effectParent;
private Dictionary<string, ParticleSystem> _effectList = new Dictionary<string, ParticleSystem>();
private string _playingEffect = "";
public bool GetLoadEnd()
{
return _isLoadEnd;
}
public void Init(AreaSelectUI areaselectUI, Transform effectParent)
{
_areaSelectUI = areaselectUI;
_effectParent = effectParent;
_playingEffect = "";
}
public void Term()
{
foreach (KeyValuePair<string, ParticleSystem> effect in _effectList)
{
ParticleSystem value = effect.Value;
if (!(null == value))
{
Object.Destroy(value.gameObject);
}
}
_effectList.Clear();
_playingEffect = "";
}
public void LoadEffect(List<StoryChapterData> chapterDataList)
{
_isLoadEnd = false;
string path = "";
int i = 0;
for (int count = chapterDataList.Count; i < count; i++)
{
path = chapterDataList[i].ChapterEffectPath;
if (!string.IsNullOrEmpty(path) && !_effectList.ContainsKey(path))
{
_effectList.Add(path, null);
_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D));
}
}
_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, delegate
{
List<GameObject> list = new List<GameObject>(_effectList.Count);
int j = 0;
for (int count2 = chapterDataList.Count; j < count2; j++)
{
path = chapterDataList[j].ChapterEffectPath;
if (!string.IsNullOrEmpty(path) && !(null != _effectList[path]))
{
GameObject gameObject = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject;
if (!(null == gameObject))
{
_effectList[path] = Object.Instantiate(gameObject).GetComponent<ParticleSystem>();
_effectList[path].transform.parent = _effectParent;
_effectList[path].transform.localPosition = Vector3.zero;
_effectList[path].transform.localScale = EFFECT_SCALE;
_effectList[path].gameObject.SetActive(value: false);
list.Add(_effectList[path].gameObject);
}
}
}
_loadedResources.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
{
_isLoadEnd = true;
}));
}));
}
public void UnLoadEffect()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
_loadedResources.Clear();
}
public void PlayEffect(string path, Vector3 pos)
{
if (!string.IsNullOrEmpty(path) && !(_playingEffect == path) && _effectList.ContainsKey(path) && !(null == _effectList[path]))
{
_effectList[path].gameObject.SetActive(value: true);
_effectList[path].Play();
_effectList[path].transform.localPosition = pos;
_playingEffect = path;
SetParticleSystemsSpeed(1f);
}
}
public void StopEffect(float? simulationSpeedAfterStop)
{
if (_effectList.ContainsKey(_playingEffect) && !(null == _effectList[_playingEffect]))
{
if (simulationSpeedAfterStop.HasValue)
{
SetParticleSystemsSpeed(simulationSpeedAfterStop.Value);
}
_effectList[_playingEffect].Stop();
_playingEffect = "";
}
}
public string GetPlayingEffect()
{
return _playingEffect;
}
private void SetParticleSystemsSpeed(float speed)
{
ParticleSystem.MainModule main = _effectList[_playingEffect].main;
main.simulationSpeed = speed;
ParticleSystem[] componentsInChildren = _effectList[_playingEffect].GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
ParticleSystem.MainModule main2 = componentsInChildren[i].main;
main2.simulationSpeed = speed;
}
}
}