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.
517 lines
22 KiB
C#
517 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class UnitBattleCard : BattleCardBase
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{
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public const string DRAIN_EFFECT = "btl_magic_cure_1";
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public const string DRAIN_SE = "se_btl_magic_cure_1";
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public const float DRAIN_WAIT_TIME = 0.3f;
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private bool _isEvolution;
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public bool _isEvolvedOnWhenLeave;
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public override bool IsUnit => true;
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public override bool IsEvolution => _isEvolution;
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public override bool IsEvolvedOnWhenLeave => _isEvolvedOnWhenLeave;
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public override bool BaseMovable => base.Movable();
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public override bool IsCantActivateFanfare => base.SelfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareUnit;
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public event Func<VfxBase> OnAfterAttack;
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public void Evolution(bool isEvolution = true)
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{
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_isEvolution = isEvolution;
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}
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public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
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{
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type = IsCheckActiveMutationSkill;
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if (!base.Movable(isCheckOnDraw, isSkipSelecting, type, isRecording))
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{
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return false;
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}
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return IsMutationMovable(type);
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}
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public UnitBattleCard(BuildInfo buildInfo)
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: base(buildInfo)
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{
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}
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public override void Setup(bool createNullView = false, bool isRecreate = false)
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{
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base.Setup(createNullView, isRecreate);
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base.BattleCardView.SetupIconAnimations(this, base.Skills);
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}
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public override VfxBase TurnStart(SkillProcessor skillProcessor)
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{
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VfxBase vfxBase = base.TurnStart(skillProcessor);
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if (Attackable)
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{
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return SequentialVfxPlayer.Create(vfxBase, InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
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}));
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}
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return vfxBase;
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}
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public override VfxBase TurnEndPostProcess()
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{
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base.TurnEndPostProcess();
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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if (Attackable)
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{
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parallelVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
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}
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if (GameMgr.GetIns().IsWatchBattle || GameMgr.GetIns().IsReplayBattle)
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{
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.BattleCardView.HideAttackFinished();
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}));
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}
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base.AttackableCount = 0;
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return parallelVfxPlayer;
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}
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public override VfxBase Evolution(bool isSkill, SkillProcessor skillProcessor, SkillConditionCheckerOption option, Func<BattleCardBase, IBattleResourceMgr, EvolveVfxBase> getEvolveVfxFunc = null)
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{
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BattlePlayerPair playerInfoPair = new BattlePlayerPair(base.SelfBattlePlayer, base.OpponentBattlePlayer);
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if (!CanEvolution(isSkill, isSelfBattlePlayer: true) || !IsInplay)
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{
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return NullVfx.GetInstance();
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}
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.SetIsSelectingAttackTarget(enable: true);
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}));
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sequentialVfxPlayer.Register(OnBeforeEvolveEvent(skillProcessor));
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.SetIsSelectingAttackTarget(enable: false);
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}));
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base.SelfBattlePlayer.EvolvedCards.Add(this);
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base.SelfBattlePlayer.AddCurrentEvolvePlayCount(1);
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int attackableCount = base.AttackableCount;
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop(isEvolve: true));
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sequentialVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
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EpSetModifier modifier = new EpSetModifier(0);
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if (isSkill)
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{
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base.SkillApplyInformation.AddEpModifier(modifier);
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}
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OnEvolve(isSkill);
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if (!isSkill)
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{
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base.SelfBattlePlayer.NowTurnEvol = false;
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base.SelfBattlePlayer.IsEpEvolveThisTurn = true;
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}
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_isEvolution = true;
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base.AttackableCount = attackableCount;
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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sequentialVfxPlayer.Register(new RecoveryEvolveVfx(this, _buildInfo.ResourceMgr));
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}
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else if (getEvolveVfxFunc == null)
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{
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if (base.IsPlayer && GameMgr.GetIns().GetDataMgr().Is3DSkin(isPlayer: true))
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{
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sequentialVfxPlayer.Register(new Class3dEvolveVfx(this, _buildInfo.ResourceMgr));
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}
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else if (base.IsPlayer && GameMgr.GetIns().GetDataMgr().IsHighRankSkinPlayer())
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{
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sequentialVfxPlayer.Register(new HighRankEvolveVfx(this, _buildInfo.ResourceMgr));
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}
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else
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{
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sequentialVfxPlayer.Register(new EvolveVfx(this, _buildInfo.ResourceMgr));
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}
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}
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else
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{
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sequentialVfxPlayer.Register(getEvolveVfxFunc(this, _buildInfo.ResourceMgr));
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}
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if (_evolveSkillCollection.Count() > 0)
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{
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if (_evolveSkillCollection.Count((SkillBase s) => !s.IsAttachedSkill) == 0)
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{
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for (int num = 0; num < _evolveSkillCollection.Count(); num++)
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{
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base.Skills.Add(_evolveSkillCollection.ElementAt(num));
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}
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_evolveSkillCollection.Clear();
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}
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else
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{
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base.Skills = _evolveSkillCollection;
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}
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base.Skills.Complete();
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if (!isSkill)
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{
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skillProcessor.Register(base.Skills.CreateWhenEvolveInfo(skillProcessor, playerInfoPair, option));
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}
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sequentialVfxPlayer.Register(base.Skills.RegisterAndProcessWhenChangeInplayImmediateInfo(playerInfoPair));
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base.Skills.CreateAndRegisterWhenChangeInplayInfo(new List<BattleCardBase> { this }, skillProcessor, playerInfoPair);
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foreach (SkillBase attachedSkill in base.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills)
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{
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if (!base.Skills.Contains(attachedSkill))
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{
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base.Skills.Add(attachedSkill);
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}
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}
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base.Skills.Complete();
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if (_evolveSkillCollection._skillTimingInfo.IsWhenDestroy)
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{
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base.BuffInfoList.RemoveAll((BuffInfo b) => b.SkillFrom is Skill_rob_skill && b.SkillFrom.SkillPrm.ownerCard != this);
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}
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}
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if (base.IsSelfTurn)
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{
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
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}));
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}
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectRestart());
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if (isSkill)
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{
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base.SkillApplyInformation.RemoveEpModifier(modifier);
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}
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sequentialVfxPlayer.Register(base.BattleCardView.InitializeBattleCardIcon(this, base.Skills));
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if (!isSkill)
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{
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List<BattleCardBase> list = base.SelfBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)).ToList();
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list.AddRange(base.OpponentBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
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list.AddRange(base.SelfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
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list.AddRange(base.OpponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0 || s.OnWhenUseEpSelfAndOtherStart != 0)));
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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list2.Add(this);
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for (int num2 = 0; num2 < list.Count; num2++)
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{
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if (list[num2] != this && list[num2].Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0))
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{
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skillProcessor.Register(list[num2].Skills.CreateWhenEvolveOtherInfo(list2, skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
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}
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if (list[num2] != this && list[num2].Skills.Any((SkillBase s) => s.OnWhenUseEpSelfAndOtherStart != 0))
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{
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if (base.SelfBattlePlayer.CheckNotConsumeEpCard(this))
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{
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continue;
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}
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skillProcessor.Register(list[num2].Skills.CreateWhenUseEpSelfAndOtherInfo(skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
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}
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if (list[num2].Skills.Any((SkillBase s) => s.OnWhenEvolveSelfAndOtherStart != 0))
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{
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skillProcessor.Register(list[num2].Skills.CreateWhenEvolveSelfAndOtherInfo(list2, skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num2].SelfBattlePlayer, list[num2].OpponentBattlePlayer)));
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}
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}
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}
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return sequentialVfxPlayer;
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}
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public override VfxBase SetUpInplay()
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{
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_isEvolution = false;
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_isEvolvedOnWhenLeave = false;
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return base.SetUpInplay();
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}
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public override VfxBase Banish(SkillProcessor skillProcessor, bool isReturn = false)
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{
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if (isReturn)
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{
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_isEvolvedOnWhenLeave = _isEvolution;
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_isEvolution = false;
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}
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return base.Banish(skillProcessor, isReturn);
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}
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public override VfxBase ReturnCard(SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (Attackable)
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{
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sequentialVfxPlayer.Register(InstantVfx.Create(base.BattleCardView._inPlayFrameEffect.HideFrameEffect));
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}
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop(isEvolve: false, isReturn: true));
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InitializeParameterOnWhenReturn();
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VfxBase vfx = base.ReturnCard(skillProcessor);
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sequentialVfxPlayer.Register(vfx);
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return sequentialVfxPlayer;
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}
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public override void InitializeParameterOnWhenReturn()
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{
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base.IsFirstTurn = false;
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base.IsSummonDrunkenness = true;
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base.AttackableCount = 0;
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_isEvolvedOnWhenLeave = _isEvolution;
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_isEvolution = false;
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base.InitializeParameterOnWhenReturn();
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}
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protected override VfxBase StartPlayCard()
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{
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base.StartPlayCard();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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base.SelfBattlePlayer.HandCardToField(this);
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base.BattleCardView.ResetTemplate();
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sequentialVfxPlayer.Register(base.VfxCreator.CreatePick());
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return sequentialVfxPlayer;
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}
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public override VfxBase StartAttack(BattleCardBase underAttackCard, BattlePlayerPair battlePlayerPair)
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{
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return ExecuteAttackSequence(underAttackCard, battlePlayerPair);
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}
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private VfxBase ExecuteAttackSequence(BattleCardBase targetCard, BattlePlayerPair battlePlayerPair)
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{
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SkillProcessor skillProcessor = new SkillProcessor();
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DamageParam damageCalculationAtkTypeAttack = base.DamageCalculationAtkTypeAttack;
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DamageParam damageCalculationAtkTypeBeAttacked = targetCard.DamageCalculationAtkTypeBeAttacked;
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
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AttackOpponentResult attackOpponentResult = AttackOpponent(targetCard, damageCalculationAtkTypeAttack, skillProcessor, IsChallenge: true);
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if (base.SkillApplyInformation.IsDrain)
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{
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sequentialVfxPlayer2.Register(WaitVfx.Create(0.3f));
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sequentialVfxPlayer2.Register(ApplyDrain(damageCalculationAtkTypeAttack, skillProcessor, attackOpponentResult.damageResult));
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}
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AttackOpponentResult attackOpponentResult2 = targetCard.AttackOpponent(this, damageCalculationAtkTypeBeAttacked, skillProcessor, IsChallenge: false);
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SequentialVfxPlayer sequentialVfxPlayer3 = SequentialVfxPlayer.Create(attackOpponentResult.attackVfx, attackOpponentResult.damageVfx);
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SequentialVfxPlayer sequentialVfxPlayer4 = SequentialVfxPlayer.Create(WaitVfx.Create(0.4f), attackOpponentResult2.attackVfx);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(attackOpponentResult2.damageVfx);
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if (base.SkillApplyInformation.IsDrain)
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{
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parallelVfxPlayer.Register(sequentialVfxPlayer2);
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}
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sequentialVfxPlayer4.Register(parallelVfxPlayer);
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sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(sequentialVfxPlayer3, sequentialVfxPlayer4));
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
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AttackSelectControl attackSelectControl = base.SelfBattlePlayer.BattleView.AttackSelectControl;
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if (IsDead)
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{
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parallelVfxPlayer3.Register(base.SelfBattlePlayer.CardManagement(this, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false));
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if (!targetCard.IsDead)
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{
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base.BattleCardView.playVoiceOnDeath = true;
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base.BattleCardView.VoiceInfo.SetDestroyCardId(targetCard.BaseParameter.BaseCardId);
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}
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}
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else
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{
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parallelVfxPlayer2.Register(attackSelectControl.ResetCardAfterAttack(base.BattleCardView));
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}
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if (targetCard.IsDead)
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{
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parallelVfxPlayer3.Register(targetCard.SelfBattlePlayer.CardManagement(targetCard, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false));
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targetCard.BattleCardView.playVoiceOnDeath = true;
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targetCard.BattleCardView.VoiceInfo.SetDestroyCardId(base.BaseParameter.BaseCardId);
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}
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else
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{
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parallelVfxPlayer2.Register(attackSelectControl.ResetCardAfterAttack(targetCard.BattleCardView));
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}
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SequentialVfxPlayer sequentialVfxPlayer5 = SequentialVfxPlayer.Create();
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sequentialVfxPlayer5.Register(parallelVfxPlayer2);
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sequentialVfxPlayer5.Register(parallelVfxPlayer3);
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sequentialVfxPlayer.Register(sequentialVfxPlayer5);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().AddLogWar(this, targetCard);
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}
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VfxBase vfx = skillProcessor.Process(new BattlePlayerPair(base.SelfBattlePlayer, base.OpponentBattlePlayer));
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sequentialVfxPlayer.Register(vfx);
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sequentialVfxPlayer.Register(this.OnAfterAttack.GetAllFuncVfxResults());
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return sequentialVfxPlayer;
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}
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public override AttackOpponentResult AttackOpponent(BattleCardBase target, DamageParam damageParam, SkillProcessor skillProcessor, bool IsChallenge)
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{
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VfxBase vfx = base.VfxCreator.CreateAttack(base.BattleCardView, target.BattleCardView);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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DamageResult damageResult = target.ApplyDamage(null, damageParam, base.SkillApplyInformation.IsKiller, isReflectedDamage: false, skillProcessor, null);
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BattleManagerBase ins = BattleManagerBase.GetIns();
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base.SelfBattlePlayer.Class.SkillApplyInformation.CausedDamageLife(damageResult.DamageApplied, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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sequentialVfxPlayer.Register(damageResult.Vfx);
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
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if (IsChallenge)
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{
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base.AttackableCount--;
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if (base.SkillApplyInformation.IsSneak)
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{
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sequentialVfxPlayer2.Register(AfterAddDamage());
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}
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}
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sequentialVfxPlayer2.Register(vfx);
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return new AttackOpponentResult(sequentialVfxPlayer2, sequentialVfxPlayer, damageResult);
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}
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protected VfxBase ApplyDrain(DamageParam damageParam, SkillProcessor skillProcessor, DamageResult damageResult)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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BattleCardBase beforeHealCard = base.SelfBattlePlayer.Class.VirtualClone(base.SelfBattlePlayer.Class.SelfBattlePlayer, base.SelfBattlePlayer.Class.OpponentBattlePlayer);
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HealParam healParam = new HealParam(damageResult.GainLife, this, base.SelfBattlePlayer.Class);
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HealResult healResult = base.SelfBattlePlayer.Class.ApplyHealing(healParam, skillProcessor);
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create(healResult.HealVfx, healResult.PrehealVfxVfx, healResult.PosthealVfxVfx);
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skillProcessor.Register(base.SelfBattlePlayer.Class.Skills.CreateWhenHealing(base.SelfBattlePlayer.Class, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), healResult.HealAmount));
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sequentialVfxPlayer2.Register(base.SelfBattlePlayer.StartSkillWhenHealingSelfAndOther(new List<BattleCardBase> { base.SelfBattlePlayer.Class }, skillProcessor, new List<int> { healResult.HealAmount }));
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base.SelfBattlePlayer.CallOnDrain(healResult.HealAmount);
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if (base.SelfBattlePlayer.Class.BattleCardView.CardWrapObject != null)
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{
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EffectBattle effectBattle = null;
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Vector3 effectPosition = base.SelfBattlePlayer.Class.BattleCardView.CardWrapObject.transform.position;
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sequentialVfxPlayer.Register(new SkillBase.WaitEffectLoadVfx("btl_magic_cure_1", EffectMgr.EngineType.SHURIKEN, "se_btl_magic_cure_1", BattleManagerBase.GetIns().BattleResourceMgr, delegate(EffectBattle eb)
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{
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effectBattle = eb;
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}));
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DelaySetupVfx vfx = new DelaySetupVfx(() => new SkillEffectBattleVfx(effectBattle, base.SelfBattlePlayer.Class.BattleCardView, BattleManagerBase.GetIns().BattleResourceMgr, () => effectPosition, () => effectPosition, 0f, 0.2f, EffectMgr.MoveType.NONE, base.SelfBattlePlayer.Class.SelfBattlePlayer.IsPlayer, Color.clear));
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sequentialVfxPlayer2.Register(vfx);
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}
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sequentialVfxPlayer.Register(sequentialVfxPlayer2);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().AddLogHeal(beforeHealCard, healResult.HealAmount);
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}
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return sequentialVfxPlayer;
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}
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public override DamageResult ApplyDamage(SkillBase skill, DamageParam damageParam, bool doesAttackerPossessKiller, bool isReflectedDamage, SkillProcessor skillProcessor, BattleCardBase reflectCard)
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{
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int damage = damageParam.Damage;
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bool isSkillDamage = skill != null;
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bool isSpellDamage = skill?.SkillPrm.ownerCard.IsSpell ?? false;
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BattleCardBase damageReflectionTarget = GetDamageReflectionTarget(isSkillDamage);
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if (damageReflectionTarget != this)
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{
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return damageReflectionTarget.ApplyDamage(skill, damageParam, doesAttackerPossessKiller: false, isReflectedDamage: true, skillProcessor, this);
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}
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damageParam.Damage = CalculateFinalDamageAmount(damageParam.Damage, isSkillDamage, isSpellDamage);
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new SkillConditionCheckerOption().DefaultDamage = new DamageInfo(skill, damage);
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BattleManagerBase ins = BattleManagerBase.GetIns();
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base.SkillApplyInformation.DamageLife(damageParam.Damage, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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if (doesAttackerPossessKiller && !base.SkillApplyInformation.IsIndependent && !base.SkillApplyInformation.IsIndestructible)
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{
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FlagCardAsDestroyedByKiller();
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}
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.VfxCreator.CreateDamage(damageParam.Damage, base.Life, base.MaxLife, BaseMaxLife, isReflectedDamage, isSkillDamage));
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skillProcessor.Register(base.Skills.CreateWhenDamageInfo(skill, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), damage, damageParam.Damage));
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sequentialVfxPlayer.Register(base.ApplyDamage(skill, damageParam, doesAttackerPossessKiller, isReflectedDamage, skillProcessor, reflectCard).Vfx);
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return new DamageResult(sequentialVfxPlayer, damageParam.Damage, damageParam.Damage, null, null, isReflectedDamage);
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}
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public override HealResult ApplyHealing(HealParam healParam, SkillProcessor skillProcessor)
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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int num = HealLife(healParam.HealAmount, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.VfxCreator.CreateHealing(num, base.Life, base.MaxLife, BaseMaxLife));
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new SkillConditionCheckerOption().HealingCardAndValue = new List<BattlePlayerBase.CardAndValue>
|
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{
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new BattlePlayerBase.CardAndValue(this, num)
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};
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return new HealResult(num, sequentialVfxPlayer);
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}
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public override VfxBase RemoveFromInPlay()
|
|
{
|
|
VfxBase result = base.RemoveFromInPlay();
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if (this != null && !IsDead)
|
|
{
|
|
base.SkillApplyInformation.ClearParameterModifier();
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}
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return result;
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|
}
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protected override ICardVfxCreator CreateVfxCreator(bool isPlayer, IBattleCardView battleCardView, bool isNullView)
|
|
{
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|
if (isNullView)
|
|
{
|
|
return NullCardVfxCreator.GetInstance();
|
|
}
|
|
return new UnitCardVfxCreator(isPlayer, this, battleCardView, _buildInfo.ResourceMgr);
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}
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|
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protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card, ICardVfxCreator vfxCreator)
|
|
{
|
|
return new UnitSkillApplyInformation(card, vfxCreator);
|
|
}
|
|
|
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protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
|
|
{
|
|
if (isNullView)
|
|
{
|
|
return new NullBattleCardView(buildInfo);
|
|
}
|
|
return new UnitBattleCardView(buildInfo);
|
|
}
|
|
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public override string GetCardSkillDescription(BattlePlayerBase.SideLogInfo sideLogInfo, bool? isForceGetEvolveText = null)
|
|
{
|
|
bool flag = IsEvolution;
|
|
if (isForceGetEvolveText.HasValue)
|
|
{
|
|
flag = isForceGetEvolveText.Value;
|
|
}
|
|
if (!flag)
|
|
{
|
|
return SkillDescription(sideLogInfo);
|
|
}
|
|
return EvoSkillDescription(sideLogInfo);
|
|
}
|
|
|
|
public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
sequentialVfxPlayer.Register(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn));
|
|
if (IsEvolution)
|
|
{
|
|
sequentialVfxPlayer.Register(new EvolveImageChangeVfx(this, _buildInfo.ResourceMgr));
|
|
if (base.IsChoiceEvolutionCard)
|
|
{
|
|
sequentialVfxPlayer.Register(new EvolveNameChangeVfx(this));
|
|
}
|
|
sequentialVfxPlayer.Register(new EvolveUnitMaskCardInPlayVfx(base.BattleCardView));
|
|
}
|
|
sequentialVfxPlayer.Register(new RefreshAttackVfx(base.BattleCardView, base.Atk, base.BaseAtk, forceUpdate: true, newReplayMoveTurn));
|
|
sequentialVfxPlayer.Register(new RefreshHealthVfx(base.BattleCardView, base.Life, base.MaxLife, BaseMaxLife, newReplayMoveTurn));
|
|
if (Attackable && base.IsSelfTurn)
|
|
{
|
|
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
|
|
{
|
|
base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
|
|
}));
|
|
}
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override BattleCardBase VirtualClone(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
|
|
{
|
|
VirtualUnitBattleCard virtualUnitBattleCard = new VirtualUnitBattleCard(_buildInfo.VirtualClone(selfBattlePlayer, opponentBattlePlayer));
|
|
virtualUnitBattleCard._isEvolution = IsEvolution;
|
|
CopyToVirtualCardBase(virtualUnitBattleCard);
|
|
return virtualUnitBattleCard;
|
|
}
|
|
}
|