Files
SVSimServer/SVSim.BattleEngine/Engine/InPlayCardControl.cs
gamer147 957af3d1ec 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.
2026-06-05 17:22:20 -04:00

116 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View;
public class InPlayCardControl
{
private readonly GameObject m_gameObject;
private const int cMax = 5;
private const float cBaseX = 215f;
private Vector3[] cPos;
private readonly Vector3 PLAYER_FIELDCARD_SPACE = new Vector3(0f, -110f, 0f);
private readonly Vector3 ENEMY_FIELDCARD_SPACE = new Vector3(0f, 158f, 0f);
public Transform transform { get; private set; }
public InPlayCardControl(GameObject gameObject)
{
m_gameObject = gameObject;
transform = m_gameObject.transform;
cPos = new Vector3[5];
}
private void SetInPlayPosition(List<IBattleCardView> battleCardViewList)
{
int num = battleCardViewList.Count;
if (num >= 5)
{
num = 5;
}
for (int i = 0; i < num; i++)
{
switch (m_gameObject.name)
{
case "FieldCard":
m_gameObject.transform.localPosition = PLAYER_FIELDCARD_SPACE;
cPos[i] = new Vector3(215f * (float)i - 215f * (float)(num - 1) / 2f, 0f, 0f);
break;
case "EFieldCard":
m_gameObject.transform.localPosition = ENEMY_FIELDCARD_SPACE;
cPos[i] = new Vector3(-215f * (float)i + 215f * (float)(num - 1) / 2f, 0f, 0f);
break;
}
}
}
public void RearrangePlayerInplay(float time, List<IBattleCardView> battleCardViewList)
{
SetInPlayPosition(battleCardViewList);
int num = 0;
foreach (IBattleCardView battleCardView in battleCardViewList)
{
if (!battleCardView.isHiddenFromInPlayView)
{
if (BattleManagerBase.GetIns().IsRecovery)
{
Transform transform = battleCardView.Transform;
transform.localPosition = new Vector3(cPos[num].x, transform.localPosition.y, transform.localPosition.z);
}
else
{
if (battleCardView._inPlayRearrangeCoroutine != null)
{
BattleCoroutine.GetInstance().StopCoroutine(battleCardView._inPlayRearrangeCoroutine);
}
battleCardView._inPlayRearrangeCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MoveCardToNewPosition(battleCardView, cPos[num], time));
}
}
num++;
}
}
private IEnumerator MoveCardToNewPosition(IBattleCardView cardView, Vector3 targetPosition, float time)
{
Transform cardTransform = cardView.Transform;
float startTime = Time.time;
while (true)
{
float num = (Time.time - startTime) / time;
if (num > 1f)
{
break;
}
float x = Mathf.Lerp(cardTransform.localPosition.x, targetPosition.x, num);
cardTransform.localPosition = new Vector3(x, cardTransform.localPosition.y, cardTransform.localPosition.z);
yield return null;
}
cardTransform.localPosition = new Vector3(targetPosition.x, cardTransform.localPosition.y, cardTransform.localPosition.z);
}
public Vector3 GetPosition(int index)
{
return cPos[index];
}
public Vector3 GetOverflowPosition(int index, bool isPlayer)
{
float num = (isPlayer ? 1f : (-1f));
return new Vector3((430f + 215f * (float)(index + 1)) * num, 0f, 0f);
}
public static Vector3 CalcPosition(int cardCount, int index, bool isPlayer)
{
if (isPlayer)
{
return new Vector3(215f * (float)index - 215f * (float)(cardCount - 1) / 2f, 0f, 0f);
}
return new Vector3(-215f * (float)index + 215f * (float)(cardCount - 1) / 2f, 0f, 0f);
}
}