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.
75 lines
3.0 KiB
C#
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;
|
|
}
|
|
}
|