Files
SVSimServer/SVSim.BattleEngine/Engine/ReplayBattleEnemy.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

265 lines
12 KiB
C#

using System.Collections.Generic;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class ReplayBattleEnemy : BattleEnemy
{
private NewReplayBattleMgr _replayBattleMgr;
public ReplayBattleEnemy(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
{
_replayBattleMgr = battleMgr as NewReplayBattleMgr;
}
public override VfxBase StartTurnControl(string log = "")
{
Turn++;
base.IsEpEvolveThisTurn = false;
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(BattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
return sequentialVfxPlayer;
}
public override VfxBase TurnStart()
{
_opponentBattlePlayer.IsSelfTurn = false;
_replayBattleMgr.TurnStart(this);
base.IsAlreadyChoiceBraveInThisTurn = false;
return NullVfx.GetInstance();
}
public VfxBase TurnStartFinish()
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(InstantVfx.Create(SetActive));
sequentialVfxPlayer.Register(CreateThinkingVfx(base.BattleMgr));
return sequentialVfxPlayer;
}
public VfxBase AddPpTotal(BattleCardBase ownerCard, int addPpTotalCount, int pp)
{
return _replayBattleMgr.AddPpTotal(ownerCard, this, addPpTotalCount, pp);
}
public VfxBase AddPp(BattleCardBase ownerCard, int addPpCount)
{
return _replayBattleMgr.AddPp(ownerCard, this, addPpCount);
}
public VfxBase AddBp(BattleCardBase ownerCard, int addBpCount)
{
return _replayBattleMgr.AddBp(ownerCard, this, addBpCount, isSelf: false);
}
public VfxBase AddEp(BattleCardBase ownerCard, int addEpCount, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.EpModifier(ownerCard, this, addEpCount, isAdd: true, effectInfo);
}
public VfxBase SetEp(BattleCardBase ownerCard, int addEpCount, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.EpModifier(ownerCard, this, addEpCount, isAdd: false, effectInfo);
}
public VfxWithLoading DrawCard(List<BattleCardBase> drawList, List<NetworkBattleReceiver.CardInfo> cardInfoList, bool isSkipShuffle, bool isOpenDrawSkill)
{
VfxWithLoadingSequential vfxWithLoadingSequential = _replayBattleMgr.DrawCard(this, drawList, cardInfoList);
vfxWithLoadingSequential.RegisterToMainVfx(CardDrawVfx(drawList, isSkipShuffle, isOpenDrawSkill));
return vfxWithLoadingSequential;
}
public VfxWithLoading TokenDrawCard(BattleCardBase ownerCard, List<NetworkBattleReceiver.CardInfo> cardInfoList, List<BattleCardBase> targets, bool isOpen, bool isReserved, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.TokenDrawCard(this, ownerCard, cardInfoList, targets, isOpen, isReserved, effectInfo);
}
public VfxWithLoading CreateReservedCard(BattleCardBase ownerCard, List<NetworkBattleReceiver.CardInfo> cardInfoList)
{
return _replayBattleMgr.CreateReservedCard(this, ownerCard, cardInfoList);
}
public VfxBase PlayCard(BattleCardBase playCard, int cost, int transformCardId, BattleCardBase.TransformType transformType, NetworkBattleReceiver.CardInfo cardInfo)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
playCard.BattleCardView.HideHandCardInfo();
IBattleCardView battleCardView = playCard.BattleCardView;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.HandView.RemoveCardFromView(battleCardView, 0.3f);
}));
playCard.BattleCardView.UpdateParameterView(playCard.Atk, playCard.Life, cost, playCard.BaseParameter.CardName, playCard.IsInplay, isRecovery: false, useNormalCost: true);
sequentialVfxPlayer.Register(BattleView.PlayQueueView.AddCardToViewVfx(playCard.BattleCardView, playCard.IsSpell, isSelectTarget: false, isChoice: false));
if (transformCardId != -1)
{
BattleCardBase battleCardBase = playCard;
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
bool flag = transformType == BattleCardBase.TransformType.Accelerate || transformType == BattleCardBase.TransformType.Crystallize;
playCard = _replayBattleMgr.CreateTransformCard(this, playCard, transformCardId, sequentialVfxPlayer2, flag);
if (transformType == BattleCardBase.TransformType.Choice)
{
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(cardInfo.Id);
BattleCardBase card = _replayBattleMgr.CreateBattleCard(cardInfo.Id, IsPlayer, null, cardParameterFromId, this, cardInfo.Index);
playCard.TransformInfo = new BattleCardBase.TransformInformation(transformType, card);
}
else
{
playCard.TransformInfo = new BattleCardBase.TransformInformation(transformType, battleCardBase);
}
if (flag)
{
sequentialVfxPlayer.Register(sequentialVfxPlayer2);
}
else
{
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(sequentialVfxPlayer2);
}
base.HandCardList.Insert(base.HandCardList.IndexOf(battleCardBase), playCard);
base.HandCardList.Remove(battleCardBase);
sequentialVfxPlayer.Register(_replayBattleMgr.SetupTransformCard(playCard, battleCardBase, flag, isLoadResource: true));
}
VfxBase vfxBase = UsePp(cost);
if (playCard is UnitBattleCard || playCard is FieldBattleCard)
{
_replayBattleMgr.HandCardToField(this, playCard);
}
if (playCard is UnitBattleCard)
{
playCard.BattleCardView.ResetTemplate();
}
BattleLogManager.GetInstance().AddLogDestFollower(BattleLogWindow.BattleLogType.PlayCardLog, playCard);
VfxBase vfxBase2 = _replayBattleMgr.CreatePick(playCard, cardInfo);
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(vfxBase, vfxBase2));
sequentialVfxPlayer.Register(playCard.SetUpInplay());
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
MotionUtils.SetLayerAll(playCard.BattleCardView.CardTemplate.CardNormalTemp.gameObject, 10);
}));
if (playCard is SpellBattleCard)
{
_replayBattleMgr.HandCardToCemetery(this, playCard);
}
return sequentialVfxPlayer;
}
public VfxBase PlayChoiceBraveCard(int cost, int cardId, NetworkBattleReceiver.CardInfo cardInfo)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
BattleCardBase playCard = _replayBattleMgr.ReplaceChoiceBraveCard(base.Class, cardId, null);
base.IsAlreadyChoiceBraveInThisTurn = true;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_SELECT_3, BattleManagerBase.GetIns().BattleUIContainer.EnemyChoiceBraveBtn.position);
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_CMN_CARD_SELECT_3);
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}));
sequentialVfxPlayer.Register(BattleView.PlayQueueView.AddCardToViewVfx(playCard.BattleCardView, forceCardIntoPlayQueue: false, isSelectTarget: false, isChoice: true));
sequentialVfxPlayer.Register(UseBp(cost, playCard.BaseParameter.IsVariableCost, isSelf: false));
sequentialVfxPlayer.Register(_replayBattleMgr.CreatePick(playCard, cardInfo));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
MotionUtils.SetLayerAll(playCard.BattleCardView.CardTemplate.CardNormalTemp.gameObject, 10);
}));
base.ChoiceBraveCardList.Add(playCard);
sequentialVfxPlayer.Register(UpdateHandCardsCost());
return sequentialVfxPlayer;
}
public VfxWithLoading SummonToken(BattleCardBase ownerCard, List<NetworkBattleReceiver.CardInfo> cardInfoList, NetworkBattleReceiver.EffectInfo effectInfo, bool isOwnerEffect, bool isIgnoreVoice, bool isRandomVoice, bool isEvoVoice)
{
return _replayBattleMgr.SummonToken(this, ownerCard, cardInfoList, effectInfo, isOwnerEffect, isIgnoreVoice, isRandomVoice, isEvoVoice);
}
public VfxWithLoading SummonCard(BattleCardBase ownerCard, List<BattleCardBase> targets, bool isDeckSelf, bool isBurialRite, NetworkBattleReceiver.EffectInfo effectInfo, bool isIgnoreVoice, List<NetworkBattleReceiver.CardInfo> cardInfoList)
{
return _replayBattleMgr.SummonCard(this, ownerCard, targets, isDeckSelf, isBurialRite, effectInfo, isIgnoreVoice, cardInfoList);
}
public VfxBase AttackStart(BattleCardBase attackCard, BattleCardBase targetCard)
{
return _replayBattleMgr.AttackStart(this, attackCard, targetCard);
}
public VfxBase Attack(BattleCardBase attackCard, BattleCardBase targetCard, int dealDamage, int receiveDamage, List<BattleCardBase> destroyList, List<NetworkBattleReceiver.DestroyType> destroyTypeList, List<BattleCardBase> banishList, int drain, NetworkBattleReceiver.CardInfo attackCardInfo, List<NetworkBattleReceiver.SideLogSkillInfo> sideLogSkillInfoList, bool isAttackerDead, bool isTargetDead)
{
return _replayBattleMgr.Attack(this, attackCard, targetCard, dealDamage, receiveDamage, destroyList, destroyTypeList, banishList, drain, attackCardInfo, sideLogSkillInfoList, isAttackerDead, isTargetDead);
}
public VfxBase Evolve(BattleCardBase card, bool isConsumeEp, int choiceEvolutionId, NetworkBattleReceiver.CardInfo cardInfo)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (choiceEvolutionId / 1000000 == 910)
{
sequentialVfxPlayer.Register(_replayBattleMgr.ChoiceEvolve(card, choiceEvolutionId));
}
if (isConsumeEp)
{
GainCurrentEpCount();
}
base._cumulativeEvolutionCount++;
sequentialVfxPlayer.Register(card.SkillApplyInformation.AllSkillEffectStop(isEvolve: true));
(card as UnitBattleCard).Evolution();
base.IsEpEvolveThisTurn = true;
sequentialVfxPlayer.Register(new EvolveVfx(card, _replayBattleMgr.BattleResourceMgr, !isConsumeEp));
sequentialVfxPlayer.Register(card.SkillApplyInformation.UpdateAllSkillEffectInReplay(cardInfo.InplaySkillEffectList, cardInfo.InductionNumber, isInitialize: true));
sequentialVfxPlayer.Register(card.SkillApplyInformation.AllSkillEffectRestart());
card.AttackableOnReplay = cardInfo.Attackable;
card.IsCantAttackClassOnReplay = cardInfo.IsCantAttackClass;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
card.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
}));
return sequentialVfxPlayer;
}
public VfxBase CompleteFusion(BattleCardBase actCard, List<BattleCardBase> ingredientCards, NetworkBattleReceiver.CardInfo cardInfo, bool isFusionMetamorphose, int fusionMetamorphoseCardId, List<NetworkBattleReceiver.SideLogSkillInfo> sideLogSkillInfoList)
{
return _replayBattleMgr.Fusion(actCard, ingredientCards, this, cardInfo, isFusionMetamorphose, fusionMetamorphoseCardId, sideLogSkillInfoList);
}
public VfxBase UpdateDeck(BattleCardBase card, List<NetworkBattleReceiver.CardInfo> cardInfoList, bool isChange, bool isOpen, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.UpdateDeck(this, card, cardInfoList, isChange, isOpen, effectInfo);
}
public VfxBase Getoff(BattleCardBase ownerCard, List<NetworkBattleReceiver.CardInfo> cardInfoList, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.Getoff(this, ownerCard, cardInfoList, effectInfo);
}
public VfxBase Unite(BattleCardBase card, List<BattleCardBase> targetCards, int uniteCardId, int uniteCardIndex, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.Unite(this, card, targetCards, uniteCardId, uniteCardIndex, effectInfo);
}
public VfxBase OpenCard(BattleCardBase card, int cost, bool isLastDrawOpenCard)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
List<int> costList = card.BattleCardView.GetUseCostList(cost, useNomalCost: true);
int atk = card.Atk;
int life = card.Life;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
card.BattleCardView.UpdateCost(costList, isGenerateInHand: false, playEffect: false, isForceUpdate: true);
card.BattleCardView.UpdateOffence(atk);
card.BattleCardView.UpdateLife(life);
}));
sequentialVfxPlayer.Register(new OpenCardFromHandVfx(card.BattleCardView, card.IsLegend));
sequentialVfxPlayer.Register(new PlayerEndDrawVfx(new List<BattleCardBase> { card }));
if (isLastDrawOpenCard)
{
sequentialVfxPlayer.Register(BattleView.HandView.ShuffleHand());
}
return sequentialVfxPlayer;
}
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emotionType)
{
return Emotion.PlayEmotion(emotionType, 1.5f);
}
}