Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
82 lines
1.6 KiB
C#
82 lines
1.6 KiB
C#
using UnityEngine;
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public class NetworkTouchControl : TouchControl
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{
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private const float IDLE_TIME = 20f;
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private const int IDLE_EMOTE_KIND = 3;
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private Coroutine idleTimeCoroutine;
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private ClassCharaPrm.EmotionType _previousEmotionType;
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public bool notAttackFlag { private get; set; }
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public bool notEmoteFlag { private get; set; }
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public bool notDragPlayCardFlag { private get; set; }
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public bool notEvolCardFlag { private get; set; }
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public NetworkTouchControl(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround)
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: base(battleMgr, battleCamera, backGround)
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{
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notAttackFlag = false;
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notEmoteFlag = false;
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notDragPlayCardFlag = false;
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notEvolCardFlag = false;
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}
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public void SetDisableTouch()
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{
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notAttackFlag = true;
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notEmoteFlag = true;
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notDragPlayCardFlag = true;
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notEvolCardFlag = true;
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}
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public void SetEnableTouch()
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{
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notAttackFlag = false;
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notEmoteFlag = false;
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notDragPlayCardFlag = false;
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notEvolCardFlag = false;
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}
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protected override bool IsFeasibleAttack()
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{
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if (notAttackFlag)
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{
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return false;
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}
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return base.IsFeasibleAttack();
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}
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protected override bool IsFeasibleEmote()
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{
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if (notEmoteFlag)
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{
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return false;
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}
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return base.IsFeasibleEmote();
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}
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protected override bool IsFeasiblePlayCard()
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{
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if (notDragPlayCardFlag)
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{
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return false;
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}
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return base.IsFeasiblePlayCard();
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}
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protected override bool IsFeasibleEvol()
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{
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if (notEvolCardFlag)
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{
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return false;
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}
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return base.IsFeasibleEvol();
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}
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}
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