Files
SVSimServer/SVSim.BattleEngine/Engine/AreaSelectBG.cs
gamer147 824309ec44 feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
2026-06-05 20:30:59 -04:00

490 lines
17 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
[Serializable]
public class AreaSelectBG
{
private const float BGTEXTURE_WIDTH = 1024f;
private const float BGTEXTURE_HEIGHT = 1024f;
private const int BGTEXTURE_NUM_X = 4;
private const int BGTEXTURE_NUM_Y = 3;
private const float BGTEXTURE_WIDTH_HALF_LEFT = 2048f;
private const float BGTEXTURE_WIDTH_HALF_RIGHT = 2560f;
private const float BGTEXTURE_HEIGHT_HALF_UP = 1536f;
private const float BGTEXTURE_HEIGHT_HALF_BOTTOM = 1536f;
private const float BGTEXTURE_DRAG_MARGIN = 5f;
private const float BGTEXTURE_DRAG_DECELERATION = 0.875f;
private const float BGTEXTURE_DRAGARROW_ANIM_SPEED = 1f;
private const float BGDRAG_SEC_MAXSPEED = 0.25f;
private const float BGDRAG_SEC_RESETUPTOTIME_MAX = 0.5f;
private AreaSelectUI _areaSelectUI;
[SerializeField]
private GameObject _BGRoot;
[SerializeField]
private UITexture[] _BGTexture;
[SerializeField]
private AreaBGInfo _areaBGInfo;
private ParticleSystem _bgEffect;
private AreaSelectEffectControlBase _bgEffectControl;
[SerializeField]
private GameObject _BGDragCollision;
private Vector2 _BGDragDelta = Vector2.zero;
private bool _isBGDragEnable;
private float _BGDragSec;
private float _BGDragSecResetUpToTime;
private List<string> _loadedResources = new List<string>();
private bool _isLoadEndBGTexture = true;
private bool _isLoadEndParticle = true;
private StorySectionData _sectionData;
private int? _sectionClassId;
private List<ChapterExtraData> _extraChapters = new List<ChapterExtraData>();
private bool _isNormalBgSet = true;
private bool _changeChapterFirstCall = true;
private float _currentAspectRatio;
private Vector3 _currentBGScale = Vector3.one;
private Vector3 _currentParentPos = Vector3.zero;
private Vector2 _minMovablePos = Vector3.one;
private Vector2 _maxMovablePos = Vector3.one;
public ChapterExtraData ChapterExtraData { get; private set; }
public ChapterExtraData TransitionChapterExtraData { get; private set; }
public int BeforeChapterId { get; private set; }
public GameObject GetBGRoot()
{
return _BGRoot;
}
public bool GetLoadEnd()
{
if (_isLoadEndBGTexture)
{
return _isLoadEndParticle;
}
return false;
}
public void SetActiveBGEffect(bool isActive)
{
_bgEffect.gameObject.SetActive(isActive);
if (_bgEffectControl != null)
{
_bgEffectControl.SetActiveBGEffect(isActive);
}
}
public bool IsBGDragEnable()
{
return _isBGDragEnable;
}
public void Init(AreaSelectUI areaSelectUI)
{
_areaSelectUI = areaSelectUI;
UIEventListener component = _BGDragCollision.GetComponent<UIEventListener>();
if (null != component)
{
component.onDrag = OnDragBG;
}
SetBGDragEnable(enable: false);
}
public void Term()
{
int i = 0;
for (int num = _BGTexture.Length; i < num; i++)
{
_BGTexture[i].mainTexture = null;
}
}
private string GetBackGroundPath(int backGroundId, int index, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backGroundId.ToString("00") + "_" + (index + 1).ToString("00"), ResourcesManager.AssetLoadPathType.Background, isFetch);
}
private string GetExtraBackGroundPath(StorySectionData sectionData, int index, string suffix, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + sectionData.BackGroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
}
private string GetExtraBackGroundPath(int backgroundId, int index, string suffix, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backgroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
}
private string GetMapEffectPath(int backGroundId, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
}
private string GetTreeEffectPath(int backGroundId, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_tree_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
}
public void LoadBG(StorySectionData sectionData, int? sectionClassId)
{
_sectionData = sectionData;
_sectionClassId = sectionClassId;
_extraChapters = _areaBGInfo.GetExtraChapters(_sectionData.Id, sectionClassId);
_loadedResources.Add(GetMapEffectPath(sectionData.BackGroundId));
_isLoadEndBGTexture = false;
for (int i = 0; i < _BGTexture.Length; i++)
{
_loadedResources.Add(GetBackGroundPath(sectionData.BackGroundId, i));
}
foreach (ChapterExtraData extraChapter in _extraChapters)
{
int num = sectionData.BackGroundId;
if (extraChapter.IsUseOtherSectionBG())
{
num = extraChapter.BGSectionId;
for (int j = 0; j < _BGTexture.Length; j++)
{
_loadedResources.Add(GetBackGroundPath(num, j));
}
_loadedResources.Add(GetMapEffectPath(num));
if (extraChapter.AddTreeEffect)
{
_loadedResources.Add(GetTreeEffectPath(num));
}
}
foreach (int item in extraChapter.ExtraTextureIndex)
{
_loadedResources.Add(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix));
}
if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
{
_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
}
if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
{
_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
}
}
_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, _OnLoadEndBG));
_isLoadEndParticle = false;
}
public void UnLoadBG()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
_loadedResources.Clear();
_sectionData = null;
_sectionClassId = null;
}
private void _OnLoadEndBG()
{
List<GameObject> list = new List<GameObject>();
_bgEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(_sectionData.BackGroundId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
Vector3 localScale = _bgEffect.transform.localScale;
_bgEffect.transform.parent = _BGRoot.transform;
_bgEffect.transform.localScale = localScale;
_bgEffect.transform.localPosition = Vector3.zero;
_bgEffectControl = _bgEffect.gameObject.GetComponent<AreaSelectEffectControlBase>();
list.Add(_bgEffect.gameObject);
if (_bgEffectControl != null)
{
_bgEffectControl._backGroundEffects.Add(_bgEffectControl.BASE_EFFECT_INDEX, _bgEffect);
_bgEffectControl._backGroundEffects.Add(_sectionData.BackGroundId, _bgEffect);
}
for (int i = 0; i < _BGTexture.Length; i++)
{
_BGTexture[i].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, i, isFetch: true)) as Texture;
}
foreach (ChapterExtraData extraChapter in _extraChapters)
{
Dictionary<int, Texture> bGTexture = extraChapter.BGTexture;
int num = _sectionData.BackGroundId;
if (extraChapter.IsUseOtherSectionBG())
{
num = extraChapter.BGSectionId;
for (int j = 0; j < _BGTexture.Length; j++)
{
bGTexture.Add(j, Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, j, isFetch: true)) as Texture);
}
if (num != _sectionData.BackGroundId && !_bgEffectControl._backGroundEffects.ContainsKey(num))
{
ParticleSystem particleSystem = InitParticle(num, extraChapter.AddTreeEffect);
_bgEffectControl._backGroundEffects.Add(num, particleSystem);
list.Add(particleSystem.gameObject);
}
}
foreach (int item in extraChapter.ExtraTextureIndex)
{
if (!bGTexture.ContainsKey(item))
{
bGTexture.Add(item, Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix, isFetch: true)) as Texture);
}
}
if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
{
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
extraChapter.ExtraEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath) as GameObject);
if (extraChapter.AttachExtraEffectToBgRoot)
{
extraChapter.ExtraEffect.transform.parent = _BGRoot.transform;
extraChapter.ExtraEffect.transform.localPosition = Vector3.zero;
}
else
{
extraChapter.ExtraEffect.transform.parent = _areaSelectUI.transform;
}
extraChapter.ExtraEffect.SetActive(value: false);
List<string> collection = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.ExtraEffect, null);
_loadedResources.AddRange(collection);
}
if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
{
string assetTypePath2 = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
extraChapter.FirstClearEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath2) as GameObject);
extraChapter.FirstClearEffect.transform.parent = _areaSelectUI.transform;
extraChapter.FirstClearEffect.SetActive(value: false);
List<string> collection2 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.FirstClearEffect, null);
_loadedResources.AddRange(collection2);
}
}
List<string> collection3 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
{
_isLoadEndParticle = true;
});
_loadedResources.AddRange(collection3);
_isLoadEndBGTexture = true;
}
private ParticleSystem InitParticle(int bgId, bool addTreeEffect = false)
{
Vector3 vector = default(Vector3);
ParticleSystem component = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(bgId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
vector = component.transform.localScale;
component.transform.parent = _BGRoot.transform;
component.transform.localScale = vector;
component.transform.localPosition = Vector3.zero;
if (addTreeEffect)
{
GameObject gameObject = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetTreeEffectPath(bgId, isFetch: true)) as GameObject);
gameObject.transform.parent = component.transform;
gameObject.transform.localScale = Vector3.one;
gameObject.transform.localPosition = Vector3.zero;
}
return component;
}
public void OnChangeSelectChapter(StoryChapterData chapterData, bool isFirstClear)
{
TransitionChapterExtraData = null;
if (_extraChapters.Count > 0)
{
int intChapterId = int.Parse(chapterData.ChapterId);
ChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == intChapterId);
}
if (_bgEffectControl != null)
{
_bgEffectControl.OnChangeSelectChapter(this, _sectionData, _sectionClassId, chapterData, isFirstClear);
}
}
public void SetExtraTexture(int chapterId)
{
if (_extraChapters.Count == 0)
{
return;
}
ChapterExtraData chapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId || n.SectionId == 9003);
if (chapterExtraData != null && chapterExtraData.IsChangeBG())
{
int num = _sectionData.BackGroundId;
if (chapterExtraData.IsUseOtherSectionBG())
{
num = chapterExtraData.BGSectionId;
for (int num2 = 0; num2 < _BGTexture.Length; num2++)
{
_BGTexture[num2].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, num2, isFetch: true)) as Texture;
}
}
foreach (int item in chapterExtraData.ExtraTextureIndex)
{
_BGTexture[item].mainTexture = Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, chapterExtraData.BGSuffix, isFetch: true)) as Texture;
}
_isNormalBgSet = false;
}
else if (!_isNormalBgSet)
{
for (int num3 = 0; num3 < _BGTexture.Length; num3++)
{
_BGTexture[num3].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, num3, isFetch: true)) as Texture;
}
_isNormalBgSet = true;
}
}
public List<int> GetChaptersWithDifferentBackgroundFrom(int chapterId)
{
ChapterExtraData chapterExtra = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId);
IEnumerable<ChapterExtraData> source = ((chapterExtra == null || !chapterExtra.IsUseOtherSectionBG()) ? _extraChapters.Where((ChapterExtraData c) => c.IsUseOtherSectionBG() && c.BGSectionId != _sectionData.BackGroundId) : _extraChapters.Where((ChapterExtraData c) => c.BGSectionId != chapterExtra.BGSectionId));
return source.Select((ChapterExtraData s) => s.ExtraTextureChapter).ToList();
}
public void SetExtraEffect(int chapterId, bool isFirstClear = false)
{
if (_extraChapters.Count == 0)
{
return;
}
List<ChapterExtraData> list = new List<ChapterExtraData>();
list = ((BeforeChapterId >= chapterId) ? _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId > n.ExtraTextureChapter && n.ExtraTextureChapter >= chapterId) : _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId <= n.ExtraTextureChapter && n.ExtraTextureChapter < chapterId));
BeforeChapterId = chapterId;
TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
if (isFirstClear)
{
return;
}
if (list.Count() == 0 || TransitionChapterExtraData == null)
{
_changeChapterFirstCall = false;
return;
}
TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
if (!_changeChapterFirstCall && TransitionChapterExtraData != null && TransitionChapterExtraData.ExtraEffect != null)
{
TransitionChapterExtraData.ExtraEffect.SetActive(value: false);
TransitionChapterExtraData.ExtraEffect.SetActive(value: true);
GameMgr.GetIns().GetSoundMgr().PlaySe(TransitionChapterExtraData.SeType);
}
_changeChapterFirstCall = false;
}
public IEnumerator SetClearEffect()
{
ChapterExtraData clearChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == BeforeChapterId);
if (clearChapterExtraData != null && clearChapterExtraData.FirstClearEffect != null)
{
yield return new WaitForSeconds(clearChapterExtraData.FirstClearEffectDelayTime);
clearChapterExtraData.FirstClearEffect.SetActive(value: false);
clearChapterExtraData.FirstClearEffect.SetActive(value: true);
GameMgr.GetIns().GetSoundMgr().PlaySe(clearChapterExtraData.FirstClearSeType);
}
}
public void SetupEnd()
{
if (_bgEffectControl != null)
{
_bgEffectControl.SetupEnd();
}
}
public void OnDragBG(GameObject obj, Vector2 delta)
{
_BGDragSecResetUpToTime = 0.5f;
_BGDragSec += Time.deltaTime;
_BGDragSec = Mathf.Min(_BGDragSec, 0.25f);
float t = Mathf.Clamp(_BGDragSec / 0.25f, 0f, 1f);
_BGDragDelta = Vector2.Lerp(Vector2.zero, delta, t);
}
public void UpdateBGDrag()
{
if (_BGDragSecResetUpToTime > 0f)
{
_BGDragSecResetUpToTime -= Time.deltaTime;
if (_BGDragSecResetUpToTime < 0f)
{
_BGDragSecResetUpToTime = 0f;
_BGDragSec = 0f;
}
}
if (!Mathf.Approximately(_BGDragDelta.x, 0f) || !Mathf.Approximately(_BGDragDelta.y, 0f))
{
_BGDragDelta.x *= 0.875f;
_BGDragDelta.y *= 0.875f;
Vector3 localPosition = _BGRoot.transform.localPosition;
localPosition.x += _BGDragDelta.x;
localPosition.y += _BGDragDelta.y;
UpdateMovableRange();
localPosition.x = Mathf.Clamp(localPosition.x, _minMovablePos.x, _maxMovablePos.x);
localPosition.y = Mathf.Clamp(localPosition.y, _minMovablePos.y, _maxMovablePos.y);
_BGRoot.transform.localPosition = localPosition;
}
}
public void SetBGDragEnable(bool enable)
{
_isBGDragEnable = enable;
_BGDragCollision.SetActive(enable);
_BGDragDelta = Vector2.zero;
}
private void UpdateMovableRange()
{
float num = (float)Screen.width / (float)Screen.height;
Vector3 localScale = _BGRoot.transform.localScale;
Vector3 localPosition = _BGRoot.transform.parent.transform.localPosition;
if (!(localScale == _currentBGScale) || num != _currentAspectRatio || !(localPosition == _currentParentPos))
{
float num2 = UIManager.GetInstance().UIManagerRoot.manualHeight;
if (1.7777778f > num)
{
num2 *= 1.7777778f / num;
}
float num3 = num2 * num * 0.5f;
float num4 = num2 * 0.5f;
float num5 = 2048f * localScale.x;
float num6 = 2560f * localScale.x;
float num7 = 1536f * localScale.y;
float num8 = 1536f * localScale.y;
_minMovablePos.x = 0f - num6 + num3 + 5f - localPosition.x;
_maxMovablePos.x = num5 - num3 - 5f - localPosition.x;
_minMovablePos.y = 0f - num7 + num4 + 5f - localPosition.y;
_maxMovablePos.y = num8 - num4 - 5f - localPosition.y;
_currentAspectRatio = num;
_currentBGScale = localScale;
_currentParentPos = localPosition;
}
}
}