Files
SVSimServer/SVSim.BattleEngine/Engine/UnitBattleCard.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

517 lines
22 KiB
C#

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