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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

52 lines
1.4 KiB
C#

using Cute;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Sound;
public class LeaderSoundManager
{
public VfxBase CreateLoadResouceVfx(string voiceId, bool isSe = false)
{
if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
{
return NullVfx.GetInstance();
}
string text = (isSe ? "s/se_" : "v/vo_") + voiceId + ".acb";
if (!Toolbox.ResourcesManager.BattleListAssetPathList.Contains(text))
{
return new WaitLoadResourceVfx(text);
}
return NullVfx.GetInstance();
}
public VfxBase CreatePlayVfx(string voiceId, bool forcePlay = false)
{
if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
{
return NullVfx.GetInstance();
}
return InstantVfx.Create(delegate
{
GameMgr.GetIns().GetSoundMgr().PlayVoiceByKey(voiceId, forcePlay);
});
}
public VfxBase CreatePlaySeVfx(string seId)
{
if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
{
return NullVfx.GetInstance();
}
return InstantVfx.Create(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySeByStr(seId, 0f, 0L);
});
}
public VfxBase CreateLoadAndPlayEvolveSeVfx(string skinId, string suffiix)
{
string text = skinId + "_000_evo" + suffiix;
return SequentialVfxPlayer.Create(CreateLoadResouceVfx(text, isSe: true), CreatePlaySeVfx("se_" + text));
}
}