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.
47 lines
1.1 KiB
C#
47 lines
1.1 KiB
C#
using Wizard.Battle.UI;
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namespace Wizard.Battle.Phase;
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public abstract class PhaseCreatorBase : IPhaseCreator
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{
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protected readonly BattleManagerBase _battleMgr;
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protected PhaseCreatorBase(BattleManagerBase battleMgr)
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{
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_battleMgr = battleMgr;
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}
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public virtual IPhase CreateFirstPhase()
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{
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return new LoadingPhase(_battleMgr);
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}
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public virtual IPhase CreateOpeningPhase()
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{
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CreateBattleLogManager();
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return new OpeningPhase(_battleMgr);
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}
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public virtual IPhase CreateMulliganPhase()
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{
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return new SingleMulliganPhase(_battleMgr);
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}
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public virtual IPhase CreateMainPhase()
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{
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return new MainPhase(_battleMgr, BattleLogManager.GetInstance());
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}
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public virtual IResultPhase CreateResultPhase(bool winnerIsPlayer)
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{
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return new ResultPhase(_battleMgr, winnerIsPlayer);
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}
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protected BattleLogManager CreateBattleLogManager()
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{
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BattleLogManager instance = BattleLogManager.GetInstance();
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instance.SetUp(_battleMgr.BtlUIContainer.transform, _battleMgr, _battleMgr.OperateMgr, _battleMgr.BattlePlayer);
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return instance;
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}
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}
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