Files
SVSimServer/SVSim.BattleEngine/Engine/RoyalPalaceField.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

147 lines
6.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RoyalPalaceField : BackGroundBase
{
public override int FieldId => 4;
public RoyalPalaceField(string bgmId = "NONE")
: base(bgmId)
{
}
protected override void BattleFieldBuild()
{
BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate
{
base.Field = GameObject.Find(_str3DFieldPath);
base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform;
GimicAudioList = base.Field.GetComponent<AudioList>().GimicAudioList;
_fieldModel = base.Field.transform.Find("md_bf_plce_root").gameObject;
_fieldParticles = _fieldModel.transform.Find("Particles04").gameObject;
_fieldObjDictionary.Add(_fieldParticles.name, _fieldParticles);
_fieldObjDictionary.Add("chandelier", _fieldModel.transform.Find("md_bf_plce_01_chandelier").gameObject);
_fieldObjDictionary.Add("armor", _fieldModel.transform.Find("md_bf_plce_01_armor").gameObject);
_fieldObjDictionary.Add("tapestry_a", _fieldModel.transform.Find("md_bf_plce_01_tapestry_a").gameObject);
_fieldObjDictionary.Add("tapestry_b", _fieldModel.transform.Find("md_bf_plce_01_tapestry_b").gameObject);
m_FieldAnimatorDictionary.Add("armor", _fieldObjDictionary["armor"].GetComponent<Animator>());
m_FieldAnimatorDictionary.Add("chandelier", _fieldObjDictionary["chandelier"].GetComponent<Animator>());
m_FieldAnimatorDictionary.Add("tapestry_a", _fieldObjDictionary["tapestry_a"].GetComponent<Animator>());
m_FieldAnimatorDictionary.Add("tapestry_b", _fieldObjDictionary["tapestry_b"].GetComponent<Animator>());
_fieldParticleSystemDictionary.Add("armor_threat", _fieldParticles.transform.Find("armor_threat").GetComponent<ParticleSystem>());
_fieldParticleSystemDictionary.Add("armor_demo", _fieldParticles.transform.Find("armor_demo").GetComponent<ParticleSystem>());
List<string> list = new List<string>(_fieldObjDictionary.Keys);
List<GameObject> list2 = new List<GameObject>();
for (int i = 0; i < _fieldObjDictionary.Count; i++)
{
list2.Add(_fieldObjDictionary[list[i]]);
}
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate
{
base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent<SetShaderGlobalColorBG>();
base.IsLoadDone = true;
}, isBattle: true, isField: true);
}));
}
public override void StartFieldSetEffect(Vector3 pos)
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_SET_4, pos);
}
public override void StartFieldTapEffect(int areaId, Vector3 pos)
{
base.StartFieldTapEffect(areaId, pos);
switch (areaId)
{
case 1:
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_TAP_4_1, pos);
break;
case 2:
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_TAP_4_2, pos);
break;
}
}
protected override IEnumerator RunFieldOpening()
{
GameMgr.GetIns().GetSoundMgr().PlaySeByStr($"se_field_{_str3DFieldNo}_appear_1", "se_field_" + _str3DFieldNo, 0f, 0L);
m_FieldAnimatorDictionary["tapestry_a"].speed = 0.4f + Random.value * 0.2f;
m_FieldAnimatorDictionary["tapestry_b"].speed = 0.4f + Random.value * 0.2f;
m_RandomActionTime = 20f;
_battleCamera.Camera.transform.localPosition = new Vector3(-460f, 85f, -100f);
_battleCamera.Camera.transform.localRotation = Quaternion.Euler(new Vector3(-25f, -97f, 93f));
iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("position", new Vector3(880f, -545f, -50f), "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", new Vector3(-25f, -97f, 93f), "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
yield return new WaitForSeconds(0.5f);
m_FieldAnimatorDictionary["armor"].SetTrigger("Threat");
_fieldParticleSystemDictionary["armor_threat"].Play();
yield return new WaitForSeconds(1.5f);
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_CAMERA_ZOOM_OUT);
iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("position", new Vector3(240f, -250f, -400f), "time", 1f, "islocal", true, "easetype", iTween.EaseType.easeInExpo));
iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", new Vector3(-5f, -5f, 40f), "time", 1f, "islocal", true, "easetype", iTween.EaseType.easeInExpo));
iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("position", _battleCamera.BattleCameraPos, "time", 1f, "delay", 1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", _battleCamera.BattleCameraRot, "time", 1f, "delay", 1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
yield return new WaitForSeconds(1f);
_fieldObjDictionary["chandelier"].SetActive(value: false);
yield return new WaitForSeconds(0.2f);
_fieldObjDictionary["chandelier"].SetActive(value: true);
yield return new WaitForSeconds(0f);
}
protected override IEnumerator RunFieldGimic(GameObject obj)
{
string tag = obj.tag;
if (tag != null && tag == "FieldGimic1" && _gimicCntDictionary[obj.tag] == 0)
{
_gimicCntDictionary[obj.tag]++;
int num = Random.Range(1, 3);
GameMgr.GetIns().GetSoundMgr().PlaySeByStr($"se_field_{_str3DFieldNo}_gim_{num}", "se_field_" + _str3DFieldNo, 0f, 0L);
switch (num)
{
case 1:
m_FieldAnimatorDictionary["armor"].SetTrigger("Threat");
_fieldParticleSystemDictionary["armor_threat"].Play();
yield return new WaitForSeconds(1f);
break;
case 2:
m_FieldAnimatorDictionary["armor"].SetTrigger("Demo");
_fieldParticleSystemDictionary["armor_demo"].Play();
yield return new WaitForSeconds(7.1f);
break;
}
_gimicCntDictionary[obj.tag] = 0;
}
yield return new WaitForSeconds(0f);
}
protected override IEnumerator RunFieldShake()
{
m_FieldAnimatorDictionary["armor"].SetTrigger("Shake");
m_FieldAnimatorDictionary["chandelier"].SetTrigger("Shake");
m_FieldAnimatorDictionary["tapestry_a"].speed = 0.8f + Random.value * 0.4f;
m_FieldAnimatorDictionary["tapestry_b"].speed = 0.8f + Random.value * 0.4f;
m_FieldAnimatorDictionary["tapestry_a"].SetTrigger("Shake");
m_FieldAnimatorDictionary["tapestry_b"].SetTrigger("Shake");
yield return new WaitForSeconds(3f);
m_FieldAnimatorDictionary["tapestry_a"].speed = 0.4f + Random.value * 0.2f;
m_FieldAnimatorDictionary["tapestry_b"].speed = 0.4f + Random.value * 0.2f;
yield return new WaitForSeconds(0f);
}
public override void UpdateFieldRandom()
{
if (IsFieldRandom)
{
m_RandomActionTime -= Time.deltaTime;
if (m_RandomActionTime <= 0f)
{
m_FieldAnimatorDictionary["tapestry_a"].SetTrigger("LoopRandom");
m_FieldAnimatorDictionary["tapestry_b"].SetTrigger("LoopRandom");
m_RandomActionTime = Random.value * 20f + 20f;
}
}
}
}