Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkTouchControl.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

82 lines
1.6 KiB
C#

using UnityEngine;
public class NetworkTouchControl : TouchControl
{
private const float IDLE_TIME = 20f;
private const int IDLE_EMOTE_KIND = 3;
private Coroutine idleTimeCoroutine;
private ClassCharaPrm.EmotionType _previousEmotionType;
public bool notAttackFlag { private get; set; }
public bool notEmoteFlag { private get; set; }
public bool notDragPlayCardFlag { private get; set; }
public bool notEvolCardFlag { private get; set; }
public NetworkTouchControl(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround)
: base(battleMgr, battleCamera, backGround)
{
notAttackFlag = false;
notEmoteFlag = false;
notDragPlayCardFlag = false;
notEvolCardFlag = false;
}
public void SetDisableTouch()
{
notAttackFlag = true;
notEmoteFlag = true;
notDragPlayCardFlag = true;
notEvolCardFlag = true;
}
public void SetEnableTouch()
{
notAttackFlag = false;
notEmoteFlag = false;
notDragPlayCardFlag = false;
notEvolCardFlag = false;
}
protected override bool IsFeasibleAttack()
{
if (notAttackFlag)
{
return false;
}
return base.IsFeasibleAttack();
}
protected override bool IsFeasibleEmote()
{
if (notEmoteFlag)
{
return false;
}
return base.IsFeasibleEmote();
}
protected override bool IsFeasiblePlayCard()
{
if (notDragPlayCardFlag)
{
return false;
}
return base.IsFeasiblePlayCard();
}
protected override bool IsFeasibleEvol()
{
if (notEvolCardFlag)
{
return false;
}
return base.IsFeasibleEvol();
}
}