Files
SVSimServer/SVSim.BattleEngine/Engine/RecoveryOperationCollection.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

81 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using Wizard.Battle.View.Vfx;
public class RecoveryOperationCollection : WatchOperationCollection
{
public RecoveryOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
{
}
public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
{
OperateMulligan(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
BattleManagerBase.GetIns().BattlePlayer.IsTurnStartEffectNotFinished = true;
_networkBattleMgr.VfxMgr.RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
}
public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
{
List<NetworkBattleReceiver.TargetData> actionDictionary = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
BattlePlayerBase battlePlayer = _networkBattleMgr.GetBattlePlayer(_isPlayer);
CommonPlayHandCardOperation(networkPlayCardAction, battlePlayer, _isPlayer, actionDictionary, choiceIdList, isChoice);
}
public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIds = null)
{
List<NetworkBattleReceiver.TargetData> targetDataList = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
SetupNetworkPlayCardAction(networkPlayCardAction, targetDataList);
_networkBattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
networkPlayCardAction.PlayAction(_isPlayer, choiceIds);
}));
}
public override void BattleFinishOperation()
{
((NetworkStandardBattleMgr)_networkBattleMgr)._recoveryController.RecoveryDataHandlerInstance.OnCompleteRecovery += base.BattleFinishOperation;
}
public override void TouchOperation()
{
}
public override void SelectObjectOperation()
{
}
public override void TurnEndReady()
{
}
public override void SlideObject()
{
}
protected override void PlayCancelSlide()
{
}
protected override void CallCompleteEvent(ReceivePlayActionsReflectionBase networkAction)
{
}
protected override void CheckStateAndCancel(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction, bool isPlayer)
{
}
protected override void RegisterSequentialVfx(VfxBase operationVfx)
{
}
public override void SendEcho()
{
if (_networkBattleMgr._specialWinVfx == null)
{
_networkBattleMgr.ClearRegisterCardList();
}
}
}