Files
SVSimServer/SVSim.BattleEngine/Engine/ReplayBattlePlayer.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

780 lines
32 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.Touch;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class ReplayBattlePlayer : BattlePlayer
{
private NewReplayBattleMgr _replayBattleMgr;
private SkillBase _dummySelectSkill;
private bool _isSelectComplete;
private List<BattleCardBase> _choiceCards = new List<BattleCardBase>();
private List<BattleCardBase> _chosenCards = new List<BattleCardBase>();
private BattleCardBase _transformChoiceCard;
private bool _isTransformSelect;
public bool CanChoiceBraveOnRecord;
public override bool CanChoiceBrave
{
get
{
if (CanChoiceBraveThisTurn)
{
return CanChoiceBraveOnRecord;
}
return false;
}
}
public ReplayBattlePlayer(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
{
_replayBattleMgr = battleMgr as NewReplayBattleMgr;
}
public override VfxBase StartTurnControl(string log = "")
{
if (_canNotTouchCardVfx == null)
{
_canNotTouchCardVfx = new CanNotTouchCardVfx();
base.BattleMgr.VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
}
base.PlayerEmotion.ResetPlayCount();
Turn++;
_replayBattleMgr.IsRightAfterMoveTurn = false;
base.IsEpEvolveThisTurn = false;
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(PlayerBattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
return sequentialVfxPlayer;
}
public VfxBase TurnStartFinish()
{
return InstantVfx.Create(PlayerActive);
}
public override VfxBase TurnStart()
{
for (int i = 0; i < base.HandCardList.Count; i++)
{
base.HandCardList[i].SetOnDraw(draw: true);
}
_opponentBattlePlayer.IsSelfTurn = false;
_replayBattleMgr.TurnStart(this);
base.IsAlreadyChoiceBraveInThisTurn = false;
for (int j = 0; j < base.HandCardList.Count; j++)
{
base.HandCardList[j].SetOnDraw(draw: false);
}
return NullVfx.GetInstance();
}
public VfxBase AddPpTotal(BattleCardBase ownerCard, int addPpTotalCount, int pp, bool bySkill)
{
return _replayBattleMgr.AddPpTotal(ownerCard, this, addPpTotalCount, pp, bySkill);
}
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: true);
}
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 isOpenDrawSkill)
{
VfxWithLoadingSequential vfxWithLoadingSequential = _replayBattleMgr.DrawCard(this, drawList, cardInfoList);
vfxWithLoadingSequential.RegisterToMainVfx(CardDrawVfx(drawList, skipShuffle: false, isOpenDrawSkill));
vfxWithLoadingSequential.RegisterToMainVfx(InstantVfx.Create(delegate
{
foreach (BattleCardBase draw in drawList)
{
draw.SetOnDraw(draw: false);
}
}));
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 sequentialVfx = SequentialVfxPlayer.Create();
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(playCard.StopSpellCharge());
if (playCard == PlayerBattleView.DetailOpenCard)
{
sequentialVfx.Register(InstantVfx.Create(delegate
{
PlayerBattleView.HideDetailPanel();
}));
}
if (!_isSelectComplete)
{
sequentialVfx.Register(BattleView.PlayQueueView.AddCardToViewVfx(playCard.BattleCardView, forceCardIntoPlayQueue: false, isSelectTarget: false, isChoice: false));
}
else
{
_isSelectComplete = false;
}
playCard.BattleCardView.HideHandCardInfo();
playCard.BattleCardView.HideCanPlayEffect();
if (transformCardId != -1)
{
BattleCardBase battleCardBase = playCard;
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
bool flag = transformType == BattleCardBase.TransformType.Accelerate || transformType == BattleCardBase.TransformType.Crystallize;
playCard = _replayBattleMgr.CreateTransformCard(this, playCard, transformCardId, sequentialVfxPlayer, flag);
playCard.TransformInfo = new BattleCardBase.TransformInformation(transformType, battleCardBase);
if (flag)
{
sequentialVfx.Register(sequentialVfxPlayer);
}
else
{
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(sequentialVfxPlayer);
}
base.HandCardList.Insert(base.HandCardList.IndexOf(battleCardBase), playCard);
base.HandCardList.Remove(battleCardBase);
sequentialVfx.Register(_replayBattleMgr.SetupTransformCard(playCard, battleCardBase, flag));
}
BattleView.HandView.RemoveCardFromView(playCard.BattleCardView, 0.3f);
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);
sequentialVfx.Register(ParallelVfxPlayer.Create(vfxBase, vfxBase2));
sequentialVfx.Register(playCard.SetUpInplay());
sequentialVfx.Register(InstantVfx.Create(delegate
{
if (base.HandCardList.Count <= 0)
{
sequentialVfx.Register(BattleView.HandUnfocus());
}
}));
sequentialVfx.Register(InstantVfx.Create(delegate
{
MotionUtils.SetLayerAll(playCard.BattleCardView.CardTemplate.CardNormalTemp.gameObject, 10);
}));
if (playCard is SpellBattleCard)
{
_replayBattleMgr.HandCardToCemetery(this, playCard);
}
sequentialVfx.Register(UpdateHandCardsCost());
return sequentialVfx;
}
public VfxBase PlayChoiceBraveCard(int cost, int cardId, NetworkBattleReceiver.CardInfo cardInfo)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
BattleCardBase selectSkillCard = (_isSelectComplete ? _transformChoiceCard : null);
BattleCardBase playCard = _replayBattleMgr.ReplaceChoiceBraveCard(base.Class, cardId, selectSkillCard);
base.IsAlreadyChoiceBraveInThisTurn = true;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}));
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(BattleView.PlayQueueView.AddCardToViewVfx(playCard.BattleCardView, forceCardIntoPlayQueue: false, isSelectTarget: false, isChoice: true, isChoiceBrave: true));
_isSelectComplete = false;
_transformChoiceCard = null;
sequentialVfxPlayer.Register(UseBp(cost, playCard.BaseParameter.IsVariableCost, isSelf: true));
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, List<NetworkBattleReceiver.CardInfo> handCardInfoList)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (choiceEvolutionId / 1000000 == 910)
{
sequentialVfxPlayer.Register(_replayBattleMgr.ChoiceEvolve(card, choiceEvolutionId));
}
if (isConsumeEp)
{
GainCurrentEpCount();
}
base._cumulativeEvolutionCount++;
sequentialVfxPlayer.Register(_replayBattleMgr.UpdateHandEffect(base.HandCardList, handCardInfoList, forceHide: true));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.HideChoiceBraveButtonPulsateEffect();
}));
sequentialVfxPlayer.Register(card.SkillApplyInformation.AllSkillEffectStop(isEvolve: true));
(card as UnitBattleCard).Evolution();
base.IsEpEvolveThisTurn = true;
if (GameMgr.GetIns().GetDataMgr().Is3DSkin(isPlayer: true))
{
sequentialVfxPlayer.Register(new Class3dEvolveVfx(card, _replayBattleMgr.BattleResourceMgr));
}
else if (GameMgr.GetIns().GetDataMgr().IsHighRankSkinPlayer())
{
sequentialVfxPlayer.Register(new HighRankEvolveVfx(card, _replayBattleMgr.BattleResourceMgr, !isConsumeEp));
}
else
{
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();
}));
sequentialVfxPlayer.Register(_replayBattleMgr.UpdateHandEffect(base.HandCardList, handCardInfoList));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}));
return sequentialVfxPlayer;
}
public VfxBase StartSelect(BattleCardBase actCard, List<BattleCardBase> selectableCards, bool isEvolve, NetworkBattleReceiver.CardInfo cardInfo, bool isChoiceBrave)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (isChoiceBrave)
{
actCard = _transformChoiceCard;
}
if (!isEvolve)
{
if (actCard.IsInHand && actCard == PlayerBattleView.DetailOpenCard)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
PlayerBattleView.HideDetailPanel();
}));
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
actCard.BattleCardView.HideHandCardInfo();
}));
if (!_isTransformSelect)
{
sequentialVfxPlayer.Register(_replayBattleMgr.OperateMgr.InitSetCard(actCard, isPlayer: true, isSelect: true, isRecovery: false, isChoiceSelect: false, isAccelerateSelect: true));
}
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.ShowAlert(PanelMgr.BattleAlertType.SelectChoiceCard, isClass: false, Data.SystemText.Get("Battle_0501"));
base.ClassInformationUIController.SetIsSelect(isSelect: true);
}));
sequentialVfxPlayer.Register(StartShowSelect(actCard, selectableCards, isEvolve, isFusion: false, cardInfo));
_replayBattleMgr.IsSelecting = true;
_replayBattleMgr.ActCard = actCard;
_replayBattleMgr.IsEvolve = isEvolve;
return sequentialVfxPlayer;
}
private VfxBase StartShowSelect(BattleCardBase actCard, List<BattleCardBase> selectableCards, bool isEvol, bool isFusion, NetworkBattleReceiver.CardInfo cardInfo)
{
CanNotTouchCardVfx canNotTouchCardVfx = new CanNotTouchCardVfx();
base.BattleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
for (int i = 0; i < base.HandCardList.Count; i++)
{
if (!selectableCards.Contains(base.HandCardList[i]))
{
base.HandCardList[i].BattleCardView.HideCanPlayEffect();
}
}
BattleView.HideChoiceBraveButtonPulsateEffect();
if (actCard.IsInHand)
{
BattleView.HandView.HideCardFromView(actCard.BattleCardView);
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
_dummySelectSkill = CreateDummySkill(actCard);
BattleView.SetSelectCardList(selectableCards);
StartSkillSelectVfx startSkillSelectVfx = new StartSkillSelectVfx(actCard, _dummySelectSkill, selectableCards, selectableCards.First().IsInHand, isFusion);
startSkillSelectVfx.OnStart += delegate
{
canNotTouchCardVfx.End();
canNotTouchCardVfx = null;
_replayBattleMgr.ShowSideLog(actCard, this, isEvol, 0f, isSkillTargetSelect: true, cardInfo);
};
parallelVfxPlayer.Register(startSkillSelectVfx);
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
UpdateHandCardsPlayability(areArrowsForcedOff: true);
}));
parallelVfxPlayer.Register(BattleView.HandView.HandUnfocus());
parallelVfxPlayer.Register(WaitVfx.Create(1f));
return parallelVfxPlayer;
}
private SkillBase CreateDummySkill(BattleCardBase card)
{
return new Skill_none(new SkillParameter
{
selfBattlePlayer = card.SelfBattlePlayer,
opponentBattlePlayer = card.OpponentBattlePlayer,
ownerCard = card,
buildInfo = new SkillCreator.SkillBuildInfo("none", "none", "none", "none", "none", "none"),
resourceMgr = _replayBattleMgr.BattleResourceMgr
}, string.Empty);
}
public VfxBase Select(BattleCardBase actCard, BattleCardBase selectedCard, List<BattleCardBase> selectableCards, bool isEvolve, NetworkBattleReceiver.CardInfo cardInfo, bool isBurialRiteSkill)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(_replayBattleMgr.OperateMgr.BattleCardSelect(actCard, selectedCard, isPlayer: true, registerEffectsDirectlyToVfxMgr: false, isTransformskill: false, isBurialRiteSkill));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.ShowAlert(PanelMgr.BattleAlertType.SelectChoiceCard, isClass: false, Data.SystemText.Get("Battle_0501"));
}));
sequentialVfxPlayer.Register(StartShowSelect(actCard, selectableCards, isEvolve, isFusion: false, cardInfo));
return sequentialVfxPlayer;
}
public VfxBase CompleteSelect(BattleCardBase actCard, BattleCardBase selectedCard, bool isEvol, bool isBurialRiteSkill, bool isChoiceBrave)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (isChoiceBrave)
{
actCard = _transformChoiceCard;
}
if (_isTransformSelect)
{
ChoiceUtility.SetupActingChoiceCardToBePlayedFromQueue(actCard, _transformChoiceCard, this, isChoiceBrave);
}
sequentialVfxPlayer.Register(_replayBattleMgr.OperateMgr.BattleCardSelect(actCard, selectedCard, isPlayer: true, registerEffectsDirectlyToVfxMgr: false, isTransformskill: false, isBurialRiteSkill));
_dummySelectSkill.SelectCompleteFlag = true;
if (!isEvol)
{
_isSelectComplete = true;
}
BattleView.ClearSelectCardList();
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.ClassInformationUIController.SetIsSelect(isSelect: false);
}));
_isTransformSelect = false;
_replayBattleMgr.IsSelecting = false;
if (!isChoiceBrave)
{
_transformChoiceCard = null;
}
return sequentialVfxPlayer;
}
public VfxBase CancelSelect(BattleCardBase actCard, bool isEvolve, bool isChoiceBrave, bool isMoveTurn = false)
{
if (_isTransformSelect)
{
PlayerBattleView.SetCancelSkillChoiceTransformCards(actCard, _transformChoiceCard);
}
VfxBase result = CancelSelectVfx(_isTransformSelect ? _transformChoiceCard : actCard, isEvolve, isMoveTurn);
_dummySelectSkill = null;
BattleView.ClearSelectCardList();
_isTransformSelect = false;
_transformChoiceCard = null;
_replayBattleMgr.IsSelecting = false;
_isSelectComplete = false;
return result;
}
private VfxBase CancelSelectVfx(BattleCardBase actCard, bool isEvolve, bool isMoveTurn, bool isResetDetail = true)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
BattleView.CancelPlayCard(actCard, isEvolve, isMoveTurn);
for (int i = 0; i < base.HandCardList.Count(); i++)
{
base.HandCardList[i].IsSelectedDuringSelectingBurialRiteTarget = false;
}
if (base.HandCardList.Contains(actCard))
{
base.HandControl.AttachCardView(actCard.BattleCardView);
actCard.BattleCardView.GameObject.SetActive(value: true);
}
BattleView.DisableSettingFlag();
BattleView.AllClear(popUpClose: false, isRemoveSideLog: true, isStopDrag: false, isResetDetail);
BattleView.StopShowSelect(actCard, isAct: false, isTransformskill: false, isMoveTurn);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
if (_replayBattleMgr.ActCard != null && _replayBattleMgr.ActCard.BattleCardView != null && _replayBattleMgr.ActCard.BattleCardView.GameObject != null)
{
_replayBattleMgr.ActCard.BattleCardView.ShowFusionMetamorphoseFrameEffect(enable: false);
}
parallelVfxPlayer.Register(actCard.StartHandEffect());
if (!isMoveTurn)
{
parallelVfxPlayer.Register(actCard.IsInHand ? actCard.BattleCardView.ShowHandCardInfo() : NullVfx.GetInstance());
}
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(parallelVfxPlayer);
if (actCard.IsInHand)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
}));
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.ClassInformationUIController.SetIsSelect(isSelect: false);
}));
if (!isMoveTurn)
{
sequentialVfxPlayer.Register(_replayBattleMgr.ShowHandEffect());
}
return sequentialVfxPlayer;
}
public VfxBase StartChoice(BattleCardBase actCard, List<NetworkBattleReceiver.CardInfo> cardInfoList, bool isEvolve)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
List<int> choiceCardIdList = cardInfoList.Select((NetworkBattleReceiver.CardInfo i) => i.Id).ToList();
_choiceCards = _replayBattleMgr.CreateChoiceTokenCards(actCard, choiceCardIdList, PlayerBattleView);
for (int num = 0; num < cardInfoList.Count; num++)
{
_replayBattleMgr.UpdateSkillDescriptionValueList(_choiceCards[num], cardInfoList[num]);
}
sequentialVfxPlayer.Register(StartShowChoice(actCard, _choiceCards, isEvolve));
CanNotTouchCardVfx canNotTouchVfx = new CanNotTouchCardVfx();
BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(canNotTouchVfx);
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
canNotTouchVfx.End();
}));
_replayBattleMgr.IsChoiceSelecting = true;
_replayBattleMgr.ActCard = actCard;
_replayBattleMgr.IsEvolve = isEvolve;
return sequentialVfxPlayer;
}
private VfxBase StartShowChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards, bool isEvolve)
{
BattleView.SetSelectCardList(choiceCards);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
for (int i = 0; i < base.HandCardList.Count; i++)
{
base.HandCardList[i].BattleCardView.HideCanPlayEffect();
}
BattleView.HideChoiceBraveButtonPulsateEffect();
if (actCard.IsInHand)
{
if (actCard == PlayerBattleView.DetailOpenCard)
{
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
PlayerBattleView.HideDetailPanel();
}));
}
BattleView.HandView.HideCardFromView(actCard.BattleCardView);
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.PlayQueueView.RemoveCardFromView(actCard.BattleCardView);
}));
}
_dummySelectSkill = CreateDummySkill(actCard);
parallelVfxPlayer.Register(new StartChoiceSelectVfx(actCard, choiceCards, _dummySelectSkill, null, actCard.IsInHand, isEvolve, isChoiceBrave: false));
parallelVfxPlayer.Register(BattleView.HandView.HandUnfocus());
return parallelVfxPlayer;
}
public VfxBase SelectChoice(List<int> chosenCardIndexList, bool hasSelectionSkill)
{
for (int i = 0; i < chosenCardIndexList.Count; i++)
{
_chosenCards.Add(_choiceCards[chosenCardIndexList[i]]);
if (chosenCardIndexList.Count > 1)
{
GameObject checkFromIndex = BattleView.GetCheckFromIndex(chosenCardIndexList[i]);
ChoiceUtility.ToggleChoiceButtonSprite(null, checkFromIndex, setActive: true, 0);
}
}
_isTransformSelect = hasSelectionSkill;
return WaitVfx.Create((chosenCardIndexList.Count > 1) ? 0.5f : 0f);
}
public VfxBase CompleteChoice(BattleCardBase card, bool hasSelectionSkill, bool isEvolve, bool isChoiceBrave)
{
BattleCardBase transformCard = null;
card.BattleCardView.HideHandCardInfo();
ChoiceUtility.StopChoiceEffects(_choiceCards);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(_replayBattleMgr.OperateMgr.BattleCardSelect(card, _chosenCards, isPlayer: true, registerEffectsDirectlyToVfxMgr: false));
_dummySelectSkill.SelectCompleteFlag = true;
if (!isEvolve && !isChoiceBrave)
{
_isSelectComplete = true;
}
_replayBattleMgr.IsChoiceSelecting = false;
bool flag = ChoiceUtility.DoesDuplicateCardNotExistInHand(card);
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
bool flag2 = card.Skills.HaveChoiceTransformSkill() || isChoiceBrave;
for (int i = 0; i < _choiceCards.Count; i++)
{
BattleCardBase choiceCard = _choiceCards[i];
if (_chosenCards.Contains(choiceCard))
{
if (flag2)
{
if (!hasSelectionSkill && !isChoiceBrave)
{
card.BattleCardView.Transform.position = choiceCard.BattleCardView.Transform.position;
}
}
else if (card.IsInHand)
{
parallelVfxPlayer2.Register(InstantVfx.Create(delegate
{
card.BattleCardView.Transform.position = choiceCard.BattleCardView.Transform.parent.position;
card.BattleCardView.GameObject.SetActive(value: true);
}));
parallelVfxPlayer.Register(_replayBattleMgr.OperateMgr.InitSetCard(card, base.IsSelfTurn, isSelect: true, isRecovery: false, isChoiceSelect: true, isAccelerateSelect: false, registerDirectlyToVfxManager: false));
}
_transformChoiceCard = choiceCard;
if (flag2 && hasSelectionSkill)
{
transformCard = choiceCard;
}
}
if (transformCard != choiceCard)
{
if (flag)
{
choiceCard.UnloadResource();
}
parallelVfxPlayer2.Register(InstantVfx.Create(delegate
{
choiceCard.BattleCardView.GameObject.SetActive(value: false);
}));
}
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(parallelVfxPlayer2);
if (transformCard != null)
{
ChoiceUtility.SetupChoiceCardForSkillTargetSelect(transformCard);
parallelVfxPlayer.Register(_replayBattleMgr.OperateMgr.InitSetCard(transformCard, base.IsSelfTurn, isSelect: true));
parallelVfxPlayer.Register(ReceivePlayActionsReflectionBase.CreateHideChoiceCardsVfx(card, _choiceCards.FindAll((BattleCardBase c) => c != transformCard), dontUnloadResources: true));
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.SetNotCancelCollider(new List<BattleCardBase> { transformCard }, isEnable: false);
}));
}
sequentialVfxPlayer.Register(parallelVfxPlayer);
_choiceCards = new List<BattleCardBase>();
_chosenCards = new List<BattleCardBase>();
BattleView.ClearSelectCardList();
return sequentialVfxPlayer;
}
public VfxBase CancelChoice(BattleCardBase actCard, bool isEvolve, bool isMoveTurn = false)
{
if (!isEvolve)
{
PlayerBattleView.SetCancelPlayCardWithChoice(actCard, _choiceCards);
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(InstantVfx.Create(delegate
{
ChoiceUtility.StopChoiceEffects(_choiceCards);
if (isEvolve)
{
bool isResetDetail = isMoveTurn || (PlayerBattleView.DetailOpenCard != null && !PlayerBattleView.DetailOpenCard.IsClass);
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(CancelSelectVfx(actCard, isEvolve, isMoveTurn, isResetDetail));
ChoiceUtility.PlayCancelEvolveChoiceAnimation(_choiceCards, _replayBattleMgr);
_replayBattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
_choiceCards = new List<BattleCardBase>();
BattleView.ClearSelectCardList();
}));
}
else
{
_choiceCards = new List<BattleCardBase>();
BattleView.ClearSelectCardList();
}
}));
bool flag = isMoveTurn || (PlayerBattleView.DetailOpenCard != null && !PlayerBattleView.DetailOpenCard.IsClass);
if (!isEvolve)
{
parallelVfxPlayer.Register(CancelSelectVfx(actCard, isEvolve, isMoveTurn, flag));
}
if (flag)
{
PlayerBattleView.HideDetailPanel();
}
_dummySelectSkill = null;
_chosenCards = new List<BattleCardBase>();
_replayBattleMgr.IsChoiceSelecting = false;
return parallelVfxPlayer;
}
public VfxBase StartFusion(BattleCardBase actCard, List<BattleCardBase> selectableCards, NetworkBattleReceiver.CardInfo cardInfo)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
actCard.BattleCardView.HideHandCardInfo();
actCard.BattleCardView.GameObject.transform.localEulerAngles = FusionTargetSelectTouchProcessor.INIT_LOCAL_EULAR_ANGLE;
BattleView.PlayQueueView.AddCardToViewVfx(actCard.BattleCardView, forceCardIntoPlayQueue: true, isSelectTarget: true, isChoice: false);
if (!actCard.HasNoSelectFusionSkill)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.ShowAlert(PanelMgr.BattleAlertType.SelectChoiceCard, isClass: false, Data.SystemText.Get("Battle_0501"));
}));
}
sequentialVfxPlayer.Register(StartShowSelect(actCard, selectableCards, isEvol: false, isFusion: true, cardInfo));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.StartShowFusionUI(actCard, selectableCards, 8, new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_CMN_CARD_SELECT_3);
}));
base.ClassInformationUIController.SetIsSelect(isSelect: true);
}));
_replayBattleMgr.IsFusionSelecting = true;
_replayBattleMgr.ActCard = actCard;
return sequentialVfxPlayer;
}
public VfxBase SelectFusion(int index, bool isActive, int maxSelectCount, bool canFusionMetamorphose)
{
return InstantVfx.Create(delegate
{
BattleView.SelectedFusionIngredientCard(index, isActive, maxSelectCount);
if (_replayBattleMgr.ActCard != null && _replayBattleMgr.ActCard.BattleCardView != null)
{
_replayBattleMgr.ActCard.BattleCardView.ShowFusionMetamorphoseFrameEffect(canFusionMetamorphose);
}
});
}
public VfxBase CompleteFusion(BattleCardBase actCard, List<BattleCardBase> ingredientCards, NetworkBattleReceiver.CardInfo cardInfo, bool isFusionMetamorphose, int fusionMetamorphoseCardId, List<NetworkBattleReceiver.SideLogSkillInfo> sideLogSkillInfoList)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
CanNotTouchCardVfx canNotTouchCardVfx = new CanNotTouchCardVfx();
_replayBattleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(InstantVfx.Create(delegate
{
if (_replayBattleMgr.ActCard != null && _replayBattleMgr.ActCard.BattleCardView != null)
{
_replayBattleMgr.ActCard.BattleCardView.ShowFusionMetamorphoseFrameEffect(enable: false);
}
}), BattleView.RemoveFusionSelectedCardFromHand(ingredientCards), BattleView.CreateStopShowSelectVfx(actCard, isAct: true, stopChoiceSelectUiImmediately: false), _replayBattleMgr.Fusion(actCard, ingredientCards, this, cardInfo, isFusionMetamorphose, fusionMetamorphoseCardId, sideLogSkillInfoList)));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
canNotTouchCardVfx.End();
}));
BattleView.StopFusionUI();
BattleView.ClearSelectCardList();
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.ClassInformationUIController.SetIsSelect(isSelect: false);
}));
_replayBattleMgr.IsFusionSelecting = false;
return sequentialVfxPlayer;
}
public VfxBase CancelFusion(BattleCardBase actCard, bool isMoveTurn = false)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(CancelSelectVfx(actCard, isEvolve: false, isMoveTurn));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
BattleView.StopFusionUI();
}));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
PlayerBattleView.ForceStopShowSelect();
}));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.ClassInformationUIController.SetIsSelect(isSelect: false);
}));
_replayBattleMgr.IsFusionSelecting = false;
return sequentialVfxPlayer;
}
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 attackCard, List<NetworkBattleReceiver.CardInfo> cardInfoList, NetworkBattleReceiver.EffectInfo effectInfo)
{
return _replayBattleMgr.Getoff(this, attackCard, 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)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx(SkillPreprocessOpenCard.HAND_SKILL_1_EFFECT, SkillPreprocessOpenCard.HAND_SKILL_1_SE, card.BattleCardView.GameObject.transform, 0.5f, isFollowAll: true));
return sequentialVfxPlayer;
}
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emotionType)
{
return Emotion.PlayEmotion(emotionType, 1.5f);
}
}