Files
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

75 lines
3.0 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Mulligan;
public class SingleMulliganMgr : MulliganMgrBase
{
public override VfxBase Submit(BattleManagerBase battleManager)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.Submit(battleManager));
if (GameMgr.GetIns().IsAINetwork && !battleManager.IsRecovery)
{
sequentialVfxPlayer.Register(parallelVfxPlayer);
return sequentialVfxPlayer;
}
parallelVfxPlayer.Register(PlayerChangeCardVfx(battleManager));
parallelVfxPlayer.Register(EnemyChangeCardVfx(battleManager));
sequentialVfxPlayer.Register(parallelVfxPlayer);
sequentialVfxPlayer.Register(CompleteMulligan(battleManager));
return sequentialVfxPlayer;
}
public override VfxBase InitMulligan(MulliganInfoControl mulliganInfo, IPlayerView view)
{
VfxBase result = base.InitMulligan(mulliganInfo, view);
if (GameMgr.GetIns().IsAINetwork && !BattleManagerBase.GetIns().IsRecovery)
{
((AINetworkBattleManager)BattleManagerBase.GetIns()).SetupMulliganLaunchCompleteEvent();
}
return result;
}
public void AIMulliganEndAction()
{
BattleManagerBase ins = BattleManagerBase.GetIns();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
parallelVfxPlayer.Register(PlayerChangeCardVfx(ins));
parallelVfxPlayer.Register(EnemyChangeCardVfx(ins));
sequentialVfxPlayer.Register(parallelVfxPlayer);
sequentialVfxPlayer.Register(CompleteMulligan(ins));
ins.VfxMgr.RegisterSequentialVfx(sequentialVfxPlayer);
}
public override VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns)
{
List<BattleCardBase> list = new List<BattleCardBase>();
btlMgrIns.EnemyAI.Mulligan(list, btlMgrIns.BattleEnemy, btlMgrIns.BattlePlayer);
VfxBase result = _opponentMulliganControl.SubmitMulliganVfx(list);
btlMgrIns.BattleEnemy.CallRecordingMulligan(list, btlMgrIns.BattleEnemy.HandCardList.Select((BattleCardBase c) => c.Index).ToList());
return result;
}
public override VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.MulliganStartDraw(firstAttack, skillProcessor));
_opponentMulliganControl.GetBattlePlayer().DrawCards(_opponentMulliganControl.GetFirstDrawList(), skillProcessor, isOpen: false, isMulligan: true);
return sequentialVfxPlayer;
}
public override VfxBase CompleteMulligan(BattleManagerBase battleMgr)
{
VfxBase vfx = base.CompleteMulligan(battleMgr);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(vfx);
sequentialVfxPlayer.Register(battleMgr.StartBattle());
return sequentialVfxPlayer;
}
}