Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MulliganPhaseBase.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

113 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using Wizard.Battle.Mulligan;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Phase;
public class MulliganPhaseBase : IPhase
{
protected IMulliganMgr _mulliganMgr;
private readonly BattleManagerBase _battleMgr;
private MulliganOperateControl _mulliganOperateCtrl;
private bool _enableTouch;
private const float MULLIGAN_LOG_WAIT_TIME = 20f;
protected MulliganPhaseBase(BattleManagerBase battleMgr)
{
_battleMgr = battleMgr;
}
protected void Initialize(IMulliganMgr mulliganMgr)
{
_mulliganMgr = mulliganMgr;
_battleMgr.MulliganMgr = _mulliganMgr;
MulliganInfoControl component = NGUITools.AddChild(_battleMgr.Battle3DContainer, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/MulliganInfo")).GetComponent<MulliganInfoControl>();
_mulliganMgr.InitMulligan(component, _battleMgr.BattlePlayer.PlayerBattleView);
_mulliganOperateCtrl = CreateMulliganOperateControl();
}
protected virtual MulliganOperateControl CreateMulliganOperateControl()
{
return new MulliganOperateControl(_mulliganMgr.PlayerMlgCtrl);
}
protected virtual void ShowMulliganInfo()
{
_mulliganMgr.GetMulliganInfo().Show(MulliganInfoControl.ViewType.Normal);
}
public virtual VfxBase Setup()
{
IMulliganMgr mulliganMgr = _mulliganMgr;
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
{
_enableTouch = false;
});
_battleMgr.OnSubmitMulligan += SubmitMulligan;
VfxBase vfxBase = _mulliganMgr.MulliganStartDraw(_battleMgr.IsFirst, new SkillProcessor());
_battleMgr.BattleUIContainer.Battery.SetActive(value: false);
_enableTouch = true;
return SequentialVfxPlayer.Create(InstantVfx.Create(ShowMulliganInfo), vfxBase);
}
protected void StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList)
{
if (playerDealIdxList != null && playerDealIdxList.Count == 3 && oppoDealIdxList != null && oppoDealIdxList.Count == 3)
{
_battleMgr.VfxMgr.RegisterSequentialVfx(_mulliganMgr.StartDeal(playerDealIdxList, oppoDealIdxList, new SkillProcessor()));
}
}
public virtual VfxWith<IPhase> Update(float dt)
{
if (_enableTouch)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(_mulliganOperateCtrl.Update());
return new VfxWith<IPhase>(parallelVfxPlayer, null);
}
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
}
public virtual VfxBase Teardown()
{
_battleMgr.OnSubmitMulligan -= SubmitMulligan;
MulliganInfoControl mulliganInfo = _mulliganMgr.GetMulliganInfo();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(new MulliganEndVfx(mulliganInfo, _battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
sequentialVfxPlayer.Register(mulliganInfo.SetPlayerReady());
sequentialVfxPlayer.Register(InstantVfx.Create(mulliganInfo.HideTopPanels));
sequentialVfxPlayer.Register(new PlayerAndEnemyReadyVfx(_battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
sequentialVfxPlayer.Register(mulliganInfo.DestroyMulliganUIVfx());
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
_battleMgr.MulliganMgr = null;
_battleMgr.BattleUIContainer.Battery.SetActive(value: true);
}));
return sequentialVfxPlayer;
}
public void Pause()
{
}
private VfxBase SubmitMulligan()
{
if (IsCardUndecided())
{
return NullVfx.GetInstance();
}
return _mulliganMgr.Submit(_battleMgr);
}
private bool IsCardUndecided()
{
return _mulliganOperateCtrl.State == MulliganOperateControl.STATE.CARD_SELECTED;
}
}