Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/UIParticleEffectGroup.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

168 lines
4.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class UIParticleEffectGroup : MonoBehaviour
{
private struct AutoUpdateInfo
{
public GameObject Effect { get; private set; }
public GameObject Parent { get; private set; }
public AutoUpdateInfo(GameObject effect, GameObject parent)
{
Effect = effect;
Parent = parent;
}
}
[SerializeField]
private Camera _camera;
[SerializeField]
private GameObject _effectParentRoot;
private List<AutoUpdateInfo> _updateList = new List<AutoUpdateInfo>();
private RenderTexture _renderTexture;
private UITexture _uiTexture;
private int _saveScreenWidth;
private int _saveScreenHeight;
private const string SHADER_NAME = "Cygames/UI/Transparent ColoredAdd";
private const float RENDER_TEXTURE_BASE_SIZE = 2048f;
private GameObject CreateParent()
{
GameObject obj = new GameObject();
Transform obj2 = obj.transform;
obj2.parent = _effectParentRoot.transform;
obj2.localPosition = Vector3.zero;
obj2.localScale = Vector3.one;
obj.layer = base.gameObject.layer;
return obj;
}
public void Initialize(UITexture uiTexture)
{
_uiTexture = uiTexture;
}
private Vector3 DecideEffectLocalPosition(GameObject target)
{
Vector3 zero = Vector3.zero;
while (target != null)
{
zero += target.transform.localPosition;
target = target.transform.parent.gameObject;
if (target.GetComponent<Camera>() != null)
{
break;
}
}
return zero;
}
public void StartEffect(Effect2dCreateParam param, bool isEnableUpdateReposition)
{
GameObject parent = param.Parent;
GameObject gameObject = CreateParent();
gameObject.transform.localPosition = DecideEffectLocalPosition(param.Parent);
gameObject.transform.localRotation = param.Parent.transform.localRotation;
gameObject.transform.localScale = Vector3.one;
param.Parent = gameObject;
GameObject gameObject2 = EffectUtility.CreateEffect2D(param);
gameObject2.SetLayer(gameObject.layer, isSetChildren: true);
gameObject2.transform.localPosition = Vector3.zero;
SetEffectCommonSetting(gameObject2);
gameObject2.SetActive(value: true);
if (isEnableUpdateReposition)
{
_updateList.Add(new AutoUpdateInfo(gameObject, parent));
}
}
public void SetEffect(GameObject effect)
{
Vector3 localPosition = effect.transform.localPosition;
GameObject gameObject = CreateParent();
effect.transform.parent = gameObject.transform;
effect.transform.localPosition = localPosition;
effect.transform.localScale = Vector3.one;
effect.SetLayer(gameObject.layer, isSetChildren: true);
SetEffectCommonSetting(effect);
}
private void SetEffectCommonSetting(GameObject effect)
{
UpdateRenderTexture();
UpdateUITextureSize(_uiTexture);
}
private void Update()
{
if (UIManager.GetInstance().FrontCameraPixelWidth != _saveScreenWidth || UIManager.GetInstance().FrontCameraPixelHeight != _saveScreenHeight)
{
UpdateRenderTexture();
UpdateUITextureSize(_uiTexture);
}
foreach (AutoUpdateInfo update in _updateList)
{
update.Effect.transform.localPosition = DecideEffectLocalPosition(update.Parent);
}
}
private void UpdateRenderTexture()
{
if (_renderTexture != null)
{
Object.Destroy(_renderTexture);
}
_saveScreenWidth = UIManager.GetInstance().FrontCameraPixelWidth;
_saveScreenHeight = UIManager.GetInstance().FrontCameraPixelHeight;
float num = UIManager.GetInstance().FrontCameraPixelWidth;
float num2 = (float)UIManager.GetInstance().FrontCameraPixelHeight / num;
_renderTexture = new RenderTexture(2048, (int)(2048f * num2), 0, RenderTextureFormat.ARGB32);
_renderTexture.name = "UIPG" + _uiTexture.name;
_camera.targetTexture = _renderTexture;
_uiTexture.mainTexture = _renderTexture;
}
private void UpdateUITextureSize(UITexture uiTexture)
{
Camera frontCamera = UIManager.GetInstance().FrontCamera;
Vector3 position = new Vector3(0f, 1f, 0f);
Vector3 position2 = new Vector3(1f, 0f, 0f);
Vector3 position3 = frontCamera.ViewportToWorldPoint(position);
Vector3 position4 = frontCamera.ViewportToWorldPoint(position2);
Vector3 vector = uiTexture.transform.InverseTransformPoint(position3);
Vector3 vector2 = uiTexture.transform.InverseTransformPoint(position4);
uiTexture.width = (int)(vector2.x - vector.x);
uiTexture.height = (int)(vector.y - vector2.y);
uiTexture.shader = Shader.Find("Cygames/UI/Transparent ColoredAdd");
}
public void OnBeforeDestroy()
{
if (_uiTexture != null)
{
_uiTexture.mainTexture = null;
_uiTexture = null;
}
}
private void OnDestroy()
{
if (_renderTexture != null)
{
Object.Destroy(_renderTexture);
}
}
}