Files
SVSimServer/SVSim.BattleEngine/Engine/FieldCardCreator.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

37 lines
1.6 KiB
C#

using UnityEngine;
using Wizard;
public class FieldCardCreator : CardCreatorBase
{
public FieldCardCreator(GameObject rootObject)
: base(rootObject)
{
}
public static void SetupFieldCardMaterialToCardMesh(Transform rootCardTransform, CardParameter cardBasePrm, Material normalCardArtMaterial)
{
MeshRenderer component = rootCardTransform.transform.Find("NormalField").GetComponent<MeshRenderer>();
Transform transform = rootCardTransform.Find("Normal");
LOD[] lODs = transform.GetComponent<LODGroup>().GetLODs();
UIManager.GetInstance().SetLayerRecursive(transform, 10);
Material[] sharedMaterials = lODs[0].renderers[0].sharedMaterials;
Material[] sharedMaterials2 = component.sharedMaterials;
int rarity = cardBasePrm.Rarity;
Material handFieldFrame = SBattleLoad.CardFrameMaterialHolder.GetHandFieldFrame(rarity);
Material inPlayNormalUnitFrame = SBattleLoad.CardFrameMaterialHolder.GetInPlayNormalUnitFrame(rarity);
handFieldFrame.shader = Shader.Find(handFieldFrame.shader.name);
inPlayNormalUnitFrame.shader = Shader.Find(inPlayNormalUnitFrame.shader.name);
sharedMaterials[0] = handFieldFrame;
sharedMaterials2[0] = inPlayNormalUnitFrame;
sharedMaterials[1] = (sharedMaterials2[1] = normalCardArtMaterial);
sharedMaterials[2] = CardCreatorBase.GetSharedClassIconMaterial(cardBasePrm.Clan);
for (int i = 0; i < lODs.Length; i++)
{
lODs[i].renderers[0].sharedMaterials = sharedMaterials;
}
component.sharedMaterials = sharedMaterials2;
component.materials[1].mainTextureScale = cardBasePrm.NormalTilling;
component.materials[1].mainTextureOffset = cardBasePrm.NormalOffset;
}
}