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.
54 lines
1.1 KiB
C#
54 lines
1.1 KiB
C#
using System;
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using Cute;
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public class OpponentNotTurnStartToWinChecker : NetworkBattleIntervalCheckerBase
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{
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private NetworkBattleManagerBase networkBattleManager;
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private const float SEND_TURN_END_TO_VICTORY_INTERVAL = 75f;
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private const float SEND_TURN_END_TO_VICTORY_RECOVERY_INTERVAL = 90f;
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private float _timeoutDisconnect;
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public event Action OnOpponentNotTurnStartToWin;
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public OpponentNotTurnStartToWinChecker(NetworkBattleManagerBase manager)
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{
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networkBattleManager = manager;
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_timeoutDisconnect = 75f;
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}
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public override void StartChecker(string log = "")
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{
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base.StartChecker(log);
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}
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public override void StopChecker()
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{
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base.StopChecker();
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}
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public void SetTimeoutTime(bool isExtend)
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{
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if (isExtend)
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{
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_timeoutDisconnect = 90f;
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}
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else
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{
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_timeoutDisconnect = 75f;
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}
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}
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protected override void IntervalCheck()
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{
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base.IntervalCheck();
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if (!networkBattleManager.disconnectToLoseChecker.IsDisconnect() && (float)NetworkUtility.GetTimeSpanSecond(base.startTick) >= _timeoutDisconnect)
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{
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this.OnOpponentNotTurnStartToWin.Call();
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StopChecker();
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}
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}
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}
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