Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
333 lines
6.7 KiB
C#
333 lines
6.7 KiB
C#
using System.Collections.Generic;
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using Cute;
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using LitJson;
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using UnityEngine;
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using Wizard;
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public class ClassCharaPrm
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{
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public enum MotionType
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{
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idle = 1,
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positive,
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negative,
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extra,
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damage,
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think,
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greet,
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shock,
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positive_2,
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negative_2,
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extra_2,
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extra_3,
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negative_2_a,
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damege_a,
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extra_1_a,
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extra_1_b,
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extra_1_c,
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extra_2_a,
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extra_2_b,
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extra_2_c,
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z_extra_2,
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z_damage,
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z_greet,
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z_idle,
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z_negative,
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z_negative_2,
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z_negative_2_a,
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z_positive,
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z_positive_2,
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z_shock,
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z_think
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}
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public enum FaceType
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{
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skin_01 = 1,
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skin_02,
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skin_03,
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skin_04,
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skin_05,
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skin_06,
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skin_07,
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skin_08,
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skin_09,
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skin_10
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}
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public enum EmotionType
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{
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NULL,
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GREET,
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THANK,
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APOLOGY,
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PRAISE,
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SURPRISE,
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CONFUSE,
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WORRY,
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PROVOCATION,
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EXTRA1,
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EXTRA2,
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EXTRA3,
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BATTLESTART_DIFF,
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BATTLESTART_SAME,
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WIN,
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LOSE,
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SURRENDER_LOSE,
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EVOLUTION_1,
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EVOLUTION_2,
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EVOLUTION_3,
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DAMAGE_S_1,
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DAMAGE_S_2,
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DAMAGE_S_3,
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DAMAGE_L_1,
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DAMAGE_L_2,
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IDLE_1,
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IDLE_2,
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IDLE_3,
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SELECT,
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STORY_LOSE,
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LEADER_SELECT,
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NEGOTIATION_1,
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NEGOTIATION_2,
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NEGOTIATION_3,
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PLAYER_TURN_START_1
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}
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private static readonly Dictionary<CardBasePrm.ClanType, eColorCodeId> OUTLINE_COLOR = new Dictionary<CardBasePrm.ClanType, eColorCodeId>
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{
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{
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CardBasePrm.ClanType.MIN,
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eColorCodeId.CLASS_ELF_OUTLINE
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},
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{
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CardBasePrm.ClanType.ROYAL,
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eColorCodeId.CLASS_ROYAL_OUTLINE
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},
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{
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CardBasePrm.ClanType.WITCH,
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eColorCodeId.CLASS_WITCH_OUTLINE
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},
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{
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CardBasePrm.ClanType.DRAGON,
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eColorCodeId.CLASS_DRAGON_OUTLINE
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},
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{
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CardBasePrm.ClanType.NECRO,
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eColorCodeId.CLASS_NECROMANCER_OUTLINE
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},
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{
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CardBasePrm.ClanType.VAMPIRE,
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eColorCodeId.CLASS_VANPIRE_OUTLINE
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},
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{
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CardBasePrm.ClanType.BISHOP,
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eColorCodeId.CLASS_BISHOP_OUTLINE
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},
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{
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CardBasePrm.ClanType.NEMESIS,
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eColorCodeId.CLASS_NEMESIS_OUTLINE
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},
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{
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CardBasePrm.ClanType.SHADOW,
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eColorCodeId.CLASS_SHADOW_OUTLINE
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}
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};
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private int _defaultCharaId;
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private int _currentCharaId;
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private int ClassCharaLv;
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private int ClassCharaExp;
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private int ClassCharaBattleCount;
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private int ClassCharaWin;
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public ClassCharacterMasterData DefaultCharaData => GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_defaultCharaId);
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public ClassCharacterMasterData CurrentCharaData
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{
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get
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{
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ClassCharacterMasterData classCharacterMasterData = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_currentCharaId);
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if (classCharacterMasterData == null)
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{
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classCharacterMasterData = DefaultCharaData;
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}
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return classCharacterMasterData;
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}
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}
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public bool IsRandomLeaderSkin { get; set; }
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public List<int> LeaderSkinIdList { get; private set; } = new List<int>();
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public string EmoteNameGreet { get; set; }
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public string TextIdGreet { get; set; }
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public string VoiceIdGreet { get; set; }
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public string EmoteNameThank { get; set; }
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public string TextIdThank { get; set; }
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public string VoiceIdThank { get; set; }
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public string EmoteNameApology { get; set; }
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public string TextIdApology { get; set; }
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public string VoiceIdApology { get; set; }
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public string EmoteNamePraise { get; set; }
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public string TextIdPraise { get; set; }
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public string VoiceIdPraise { get; set; }
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public string EmoteNameSurprise { get; set; }
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public string TextIdSurprise { get; set; }
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public string VoiceIdSurprise { get; set; }
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public string EmoteNameConfuse { get; set; }
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public string TextIdConfuse { get; set; }
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public string VoiceIdConfuse { get; set; }
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public string EmoteNameWorry { get; set; }
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public string TextIdWorry { get; set; }
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public string VoiceIdWorry { get; set; }
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public string EmoteNameProvocation { get; set; }
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public string TextIdProvocation { get; set; }
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public string VoiceIdProvocation { get; set; }
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public void SetDefaultCharaId(int charaId)
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{
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_defaultCharaId = charaId;
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}
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public void SetCurrentCharaId(int charaId)
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{
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_currentCharaId = charaId;
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}
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public void SetClassCharaLv(int classlv)
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{
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ClassCharaLv = classlv;
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}
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public void SetClassCharaExp(int classexp)
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{
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ClassCharaExp = classexp;
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}
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public void SetClassCharaBattleCount(int classbattlecnt)
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{
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ClassCharaBattleCount = classbattlecnt;
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}
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public void AddClassCharaBattleCount()
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{
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ClassCharaBattleCount++;
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}
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public void SetClassCharaWin(int classwin)
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{
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ClassCharaWin = classwin;
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}
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public void AddClassCharaWin()
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{
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ClassCharaWin++;
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}
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public void SetLeaderRandomSkinIdList(JsonData skinIdList)
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{
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LeaderSkinIdList.Clear();
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for (int i = 0; i < skinIdList.Count; i++)
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{
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LeaderSkinIdList.Add(skinIdList[i].ToInt());
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}
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}
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public int GetClassCharaLv()
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{
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return ClassCharaLv;
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}
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public int GetClassCharaExp()
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{
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return ClassCharaExp;
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}
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public int GetClassCharaBattleCount()
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{
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return ClassCharaBattleCount;
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}
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public int GetClassCharaWin()
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{
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return ClassCharaWin;
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}
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public static Texture GetClassIconTexture(int clan_id)
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{
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return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
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}
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public static bool IsEvolutionEmotionType(EmotionType type)
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{
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if ((uint)(type - 17) <= 2u)
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{
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return true;
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}
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return false;
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}
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public static string GetIconSpriteName(CardBasePrm.ClanType inClassId)
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{
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int num = (int)inClassId;
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return "icon_class_color_" + num.ToString("00");
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}
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public static string GetLargeIconSpriteName(CardBasePrm.ClanType inClassId)
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{
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int num = (int)inClassId;
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return "icon_class_color_large_" + num.ToString("00");
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}
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public static string GetNameText(CardBasePrm.ClanType inClassId)
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{
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return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
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}
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public static void SetClassLabelSetting(UILabel inLabel, CardBasePrm.ClanType inClassId)
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{
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inLabel.effectStyle = LabelDefine.OUTLINE_STYLE_CLASS_NAME;
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inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
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inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
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}
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public void SetParamWithUserClassJson(JsonData classJson)
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{
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IsRandomLeaderSkin = classJson["is_random_leader_skin"].ToBoolean();
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SetClassCharaLv(classJson["level"].ToInt());
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SetClassCharaExp(classJson["exp"].ToInt());
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SetCurrentCharaId(classJson["leader_skin_id"].ToInt());
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SetDefaultCharaId(classJson["default_leader_skin_id"].ToInt());
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SetLeaderRandomSkinIdList(classJson["leader_skin_id_list"]);
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}
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}
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