Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
566 lines
16 KiB
C#
566 lines
16 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Cute;
|
|
using LitJson;
|
|
using UnityEngine;
|
|
// TODO(engine-cleanup-pass2): 310 of 317 methods unrun in baseline
|
|
// Type: Wizard.Master
|
|
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
|
|
|
|
|
|
namespace Wizard;
|
|
|
|
public class Master
|
|
{
|
|
public interface ReadFromCsv
|
|
{
|
|
void ReadCsvColumns(string[] columns);
|
|
}
|
|
|
|
private List<BattleInformation> _roomChaosBattleInfo;
|
|
|
|
private List<BattleInformation> _colosseumChaosBattleInfo;
|
|
|
|
private List<List<BattleInformation>> _chaosBattleInfoList;
|
|
|
|
private Dictionary<int, List<int>> _classInfomationOrder;
|
|
|
|
private Dictionary<int, List<int>> _roomClassInfomationOrder;
|
|
|
|
private Dictionary<int, List<int>> _colosseumClassInfomationOrder;
|
|
|
|
private List<Dictionary<int, List<int>>> _classInfomationOrderList;
|
|
|
|
public List<ClassCharacterMasterData> ClassCharacterList { get; private set; }
|
|
|
|
public Dictionary<int, SleeveCategory> SleeveCategoryIdDic { get; set; }
|
|
|
|
public Dictionary<int, LeaderSkinSeries> LeaderSkinSeriesIdDic { get; set; }
|
|
|
|
public SleeveMgr SleeveMgr { get; private set; }
|
|
|
|
public EmblemMgr EmblemMgr { get; private set; }
|
|
|
|
public DegreeMgr DegreeMgr { get; private set; }
|
|
|
|
public List<Item> ItemList { get; set; }
|
|
|
|
public List<GiftTransition> GiftTransitionList { get; set; }
|
|
|
|
public Dictionary<int, List<int>> ClassInfomationOrder
|
|
{
|
|
get
|
|
{
|
|
switch (DataMgr.BattleType.FreeBattle) // Pre-Phase-5b: headless has no BattleType
|
|
{
|
|
case DataMgr.BattleType.RoomTwoPick:
|
|
case DataMgr.BattleType.TwoPickBackdraft:
|
|
return _roomClassInfomationOrder;
|
|
case DataMgr.BattleType.ColosseumTwoPick:
|
|
return _colosseumClassInfomationOrder;
|
|
default:
|
|
return _classInfomationOrder;
|
|
}
|
|
}
|
|
}
|
|
|
|
private Dictionary<string, string> _crossOverClassInfomationOrder { get; set; }
|
|
|
|
public Dictionary<int, List<int>> AvatarClassInformationOrder { get; set; }
|
|
|
|
public List<string> WhenPlayEffectKeywordMaster { get; set; }
|
|
|
|
public List<PuzzleQuestData> PuzzleQuestDataList { get; private set; }
|
|
|
|
public List<TutorialAreaSelect> TutorialAreaSelectList { get; set; }
|
|
|
|
public AICardDataAssetSet AIBasicDataList { get; set; }
|
|
|
|
public AICardDataAssetSet AICommonDataList { get; set; }
|
|
|
|
public AICardDataAssetSet AIAllyCommonDataList { get; set; }
|
|
|
|
public Dictionary<string, AICardDataAssetSet> AIDeckDic { get; set; }
|
|
|
|
public List<AIPolicyDataAsset> AIStyleCommonDataList { get; set; }
|
|
|
|
public Dictionary<string, List<AIPolicyDataAsset>> AIStyleDic { get; set; }
|
|
|
|
public Dictionary<string, List<AIEmoteDataAsset>> AIEmoteDic { get; set; }
|
|
|
|
public Dictionary<string, Dictionary<ClassCharaPrm.EmotionType, Emotion>> _emotionDic { get; set; }
|
|
|
|
public PracticeAISettingDataSet PracticeAISettingList { get; set; }
|
|
|
|
public StoryAISettingDataSet QuestAISettingList { get; set; }
|
|
|
|
public List<string> AICommonFileNameList { get; set; }
|
|
|
|
public List<string> AIAllyCommonFileNameList { get; set; }
|
|
|
|
public AIDeckFileNameList AIDeckFileNameList { get; set; }
|
|
|
|
public AIEmoteFileNameList AIEmoteFileNameList { get; set; }
|
|
|
|
public AIStyleFileNameList AIStyleFileNameList { get; set; }
|
|
|
|
public IDictionary<string, string> BattleKeyWordDic { get; private set; }
|
|
|
|
public IDictionary<string, string> CardFilterKeywordReplaceDic { get; private set; }
|
|
|
|
private IDictionary<string, string> EmoteWordDic { get; set; }
|
|
|
|
private IDictionary<string, string> CardNameDic { get; set; }
|
|
|
|
private IDictionary<string, string> TribeNameDic { get; set; }
|
|
|
|
private IDictionary<string, string> SkillDescDic { get; set; }
|
|
|
|
private IDictionary<string, string> FlavourTextDic { get; set; }
|
|
|
|
private IDictionary<string, string> ItemTextDic { get; set; }
|
|
|
|
public IDictionary<string, string> SleeveTextDic { get; private set; }
|
|
|
|
private IDictionary<string, string> SleeveCategoryTextDic { get; set; }
|
|
|
|
private IDictionary<string, string> LeaderSkinProductTextDic { get; set; }
|
|
|
|
private IDictionary<string, string> LeaderSkinSeriesTextDic { get; set; }
|
|
|
|
public IDictionary<string, string> ClassCharaTextDic { get; private set; }
|
|
|
|
public IDictionary<string, string> EmblemTextDic { get; private set; }
|
|
|
|
public IDictionary<string, string> DegreeTextDic { get; private set; }
|
|
|
|
private IDictionary<string, string> DegreeAchievementTextDic { get; set; }
|
|
|
|
private Dictionary<string, string> MyPageBGTextDic { get; set; }
|
|
|
|
public CardSetNameMgr CardSetNameMgr { get; private set; }
|
|
|
|
private IDictionary<string, string> CardVoiceTextDic { get; set; }
|
|
|
|
public List<string> CardDetailVoiceIgnoreList { get; private set; }
|
|
|
|
private IDictionary<string, string> PracticeTextDic { get; set; }
|
|
|
|
private IDictionary<string, string> StorySectionTitleTextDic { get; set; }
|
|
|
|
public IDictionary<int, List<int>> RelationCardSortDic { get; private set; }
|
|
|
|
public Dictionary<int, List<int>> GleamingGemListMaster { get; set; }
|
|
|
|
public Dictionary<string, MyPageCustomBGMasterData> MyPageCustomBGMaster { get; private set; }
|
|
|
|
public List<MyPageCustomBGMasterData> MyPageCustomBGMasterList { get; private set; }
|
|
|
|
public Dictionary<int, List<int>> RadiantCrystalListMaster { get; set; }
|
|
|
|
public Dictionary<int, List<int>> GleamingGemListV2Master { get; set; }
|
|
|
|
public Dictionary<int, List<int>> RadiantCrystalListV2Master { get; set; }
|
|
|
|
public List<int> GetGleamingGemList(int classId)
|
|
{
|
|
if (GleamingGemListMaster.ContainsKey(classId))
|
|
{
|
|
return GleamingGemListMaster[classId];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public List<int> GetRadiantCrystalList(int classId)
|
|
{
|
|
if (RadiantCrystalListMaster.ContainsKey(classId))
|
|
{
|
|
return RadiantCrystalListMaster[classId];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public List<int> GetGleamingGemListV2Master(int classId)
|
|
{
|
|
if (GleamingGemListV2Master.ContainsKey(classId))
|
|
{
|
|
return GleamingGemListV2Master[classId];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public List<int> GetRadiantCrystalListV2Master(int classId)
|
|
{
|
|
if (RadiantCrystalListV2Master.ContainsKey(classId))
|
|
{
|
|
return RadiantCrystalListV2Master[classId];
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public void LoadRoomChaosBattleInfo(int num)
|
|
{
|
|
if (num > 0 && _chaosBattleInfoList != null)
|
|
{
|
|
_roomChaosBattleInfo = _chaosBattleInfoList[num - 1];
|
|
}
|
|
}
|
|
|
|
public void LoadColosseumChaosBattleInfo(int num)
|
|
{
|
|
if (num > 0 && _chaosBattleInfoList != null)
|
|
{
|
|
_colosseumChaosBattleInfo = _chaosBattleInfoList[num - 1];
|
|
}
|
|
}
|
|
|
|
public void SetRoomClassInfomationOrder(int num)
|
|
{
|
|
if (num > 0 && _classInfomationOrderList != null)
|
|
{
|
|
_roomClassInfomationOrder = _classInfomationOrderList[num - 1];
|
|
}
|
|
}
|
|
|
|
public void SetColosseumClassInfomationOrder(int num)
|
|
{
|
|
if (num > 0 && _classInfomationOrderList != null)
|
|
{
|
|
_colosseumClassInfomationOrder = _classInfomationOrderList[num - 1];
|
|
}
|
|
}
|
|
|
|
public List<int> GetCrossOverClassInfoListOrNull(int mainClass, int subClass)
|
|
{
|
|
return _crossOverClassInfomationOrder.GetValueOrDefault(mainClass + "|" + subClass, null)?.Split('|').Select(int.Parse).ToList();
|
|
}
|
|
|
|
public string GetText<Type>(Type key, IDictionary<Type, string> dic)
|
|
{
|
|
if (!dic.TryGetValue(key, out var value))
|
|
{
|
|
return key.ToString();
|
|
}
|
|
return value;
|
|
}
|
|
|
|
public string GetEmoteWordText(string key)
|
|
{
|
|
return GetText(key, EmoteWordDic);
|
|
}
|
|
|
|
public string GetCardNameText(string key)
|
|
{
|
|
return GetText(key, CardNameDic);
|
|
}
|
|
|
|
public string GetTribeNameText(string key)
|
|
{
|
|
return GetText(key, TribeNameDic);
|
|
}
|
|
|
|
public string GetSkillDescText(string key)
|
|
{
|
|
return GetText(key, SkillDescDic);
|
|
}
|
|
|
|
public string GetFlavourText(string key)
|
|
{
|
|
return GetText(key, FlavourTextDic);
|
|
}
|
|
|
|
public string GetItemText(string key)
|
|
{
|
|
return GetText(key, ItemTextDic);
|
|
}
|
|
|
|
public string GetSleeveText(string key)
|
|
{
|
|
return GetText(key, SleeveTextDic);
|
|
}
|
|
|
|
public string GetSleeveCategoryText(string key)
|
|
{
|
|
return GetText(key, SleeveCategoryTextDic);
|
|
}
|
|
|
|
public string GetLeaderSkinProductText(string key)
|
|
{
|
|
return GetText(key, LeaderSkinProductTextDic);
|
|
}
|
|
|
|
public string GetLeaderSkinSeriesText(string key)
|
|
{
|
|
return GetText(key, LeaderSkinSeriesTextDic);
|
|
}
|
|
|
|
public string GetClassCharaText(string key)
|
|
{
|
|
return GetText(key, ClassCharaTextDic);
|
|
}
|
|
|
|
public string GetEmblemText(string key)
|
|
{
|
|
return GetText(key, EmblemTextDic);
|
|
}
|
|
|
|
public string GetDegreeText(string key)
|
|
{
|
|
return GetText(key, DegreeTextDic);
|
|
}
|
|
|
|
public string GetDegreeAchievementText(string key)
|
|
{
|
|
return GetText(key, DegreeAchievementTextDic);
|
|
}
|
|
|
|
public string GetCardVoiceText(string key)
|
|
{
|
|
return GetText(key, CardVoiceTextDic);
|
|
}
|
|
|
|
public string GetPracticeText(string key)
|
|
{
|
|
return GetText(key, PracticeTextDic);
|
|
}
|
|
|
|
public string GetStorySectionTitleText(string key)
|
|
{
|
|
return GetText(key, StorySectionTitleTextDic);
|
|
}
|
|
|
|
public string GetMyPageBGText(string key)
|
|
{
|
|
return GetText(key, MyPageBGTextDic);
|
|
}
|
|
|
|
public List<string> GetAllTribeNameList()
|
|
{
|
|
List<string> list = new List<string>(TribeNameDic.Count);
|
|
foreach (KeyValuePair<string, string> item in TribeNameDic)
|
|
{
|
|
list.Add(item.Value);
|
|
}
|
|
return list;
|
|
}
|
|
|
|
public void StartLoadAIBasicData()
|
|
{
|
|
AIBasicDataList = new AICardDataAssetSet();
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath("ai/ai_basic", ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
List<string[]> csv = Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString());
|
|
AIBasicDataList.ConvertCsvTextToAsset(csv);
|
|
}
|
|
|
|
public void StartLoadAICommonData(List<string> fileList)
|
|
{
|
|
AICommonDataList = new AICardDataAssetSet();
|
|
for (int i = 0; i < fileList.Count; i++)
|
|
{
|
|
string path = "ai/" + fileList[i];
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
List<string[]> csv = Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString());
|
|
AICommonDataList.ConvertCsvTextToAsset(csv);
|
|
}
|
|
}
|
|
|
|
public void StartLoadAIAllyCommonData(List<string> fileList)
|
|
{
|
|
AIAllyCommonDataList = new AICardDataAssetSet();
|
|
for (int i = 0; i < fileList.Count; i++)
|
|
{
|
|
string path = "ai/" + fileList[i];
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
List<string[]> csv = Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString());
|
|
AIAllyCommonDataList.ConvertCsvTextToAsset(csv);
|
|
}
|
|
}
|
|
|
|
public void StartLoadAIDeckData(int deckID)
|
|
{
|
|
if (AIDeckDic == null)
|
|
{
|
|
AIDeckDic = new Dictionary<string, AICardDataAssetSet>();
|
|
}
|
|
string text = "ai/" + AIDeckFileNameList.GetFileName(deckID);
|
|
if (!AIDeckDic.ContainsKey(text))
|
|
{
|
|
LoadAIDeckData(text);
|
|
}
|
|
}
|
|
|
|
private void LoadAIDeckData(string fileName)
|
|
{
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
AICardDataAssetSet aICardDataAssetSet = new AICardDataAssetSet();
|
|
List<string[]> csv = Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString());
|
|
aICardDataAssetSet.ConvertCsvTextToAsset(csv);
|
|
AIDeckDic.Add(fileName, aICardDataAssetSet);
|
|
}
|
|
|
|
public void StartLoadAIStyleData(int styleID)
|
|
{
|
|
if (AIStyleDic == null)
|
|
{
|
|
AIStyleDic = new Dictionary<string, List<AIPolicyDataAsset>>();
|
|
}
|
|
string fileName = AIStyleFileNameList.GetFileName(styleID);
|
|
if (fileName != null && !(fileName == ""))
|
|
{
|
|
string text = "ai/" + fileName;
|
|
if (!AIStyleDic.ContainsKey(text))
|
|
{
|
|
LoadAIStyleData(text);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LoadAIStyleData(string fileName)
|
|
{
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
List<AIPolicyDataAsset> list = new List<AIPolicyDataAsset>();
|
|
foreach (string[] item in Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString()))
|
|
{
|
|
list.Add(new AIPolicyDataAsset(item));
|
|
}
|
|
AIStyleDic.Add(fileName, list);
|
|
}
|
|
|
|
public void StartLoadAIEmoteData(int emoteID)
|
|
{
|
|
if (AIEmoteDic == null)
|
|
{
|
|
AIEmoteDic = new Dictionary<string, List<AIEmoteDataAsset>>();
|
|
}
|
|
string fileName = AIEmoteFileNameList.GetFileName(emoteID);
|
|
if (fileName != null && !(fileName == ""))
|
|
{
|
|
string text = "ai/" + fileName;
|
|
if (!AIEmoteDic.ContainsKey(text))
|
|
{
|
|
LoadAIEmoteData(text);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LoadAIEmoteData(string fileName)
|
|
{
|
|
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master, isfetch: true);
|
|
List<AIEmoteDataAsset> list = new List<AIEmoteDataAsset>();
|
|
foreach (string[] item in Utility.ConvertCSV_Array((Toolbox.ResourcesManager.LoadObject(assetTypePath) as TextAsset).ToString()))
|
|
{
|
|
list.Add(new AIEmoteDataAsset(item));
|
|
}
|
|
AIEmoteDic.Add(fileName, list);
|
|
}
|
|
|
|
private void RegisterAIDeckCsvFilePath(List<string> aiPaths, int deckID)
|
|
{
|
|
string fileName = AIDeckFileNameList.GetFileName(deckID);
|
|
if (AIDeckDic == null || !AIDeckDic.ContainsKey(fileName))
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master));
|
|
}
|
|
}
|
|
|
|
private void RegisterAICommonCsvFilePaths(List<string> aiPaths)
|
|
{
|
|
for (int i = 0; i < AICommonFileNameList.Count; i++)
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath(AICommonFileNameList[i], ResourcesManager.AssetLoadPathType.Master));
|
|
}
|
|
}
|
|
|
|
private void RegisterAIAllyCommonCsvFilePaths(List<string> aiPaths)
|
|
{
|
|
for (int i = 0; i < AIAllyCommonFileNameList.Count; i++)
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath(AIAllyCommonFileNameList[i], ResourcesManager.AssetLoadPathType.Master));
|
|
}
|
|
}
|
|
|
|
private void RegisterAIEmoteCsvFilePath(List<string> aiPaths, int emoteID)
|
|
{
|
|
string fileName = AIEmoteFileNameList.GetFileName(emoteID);
|
|
if (fileName != null && !(fileName == "") && (AIEmoteDic == null || !AIEmoteDic.ContainsKey(fileName)))
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master));
|
|
}
|
|
}
|
|
|
|
private void RegisterAIStyleCsvFilePath(List<string> aiPaths, int styleID)
|
|
{
|
|
string fileName = AIStyleFileNameList.GetFileName(styleID);
|
|
if (fileName != null && !(fileName == "") && (AIStyleDic == null || !AIStyleDic.ContainsKey(fileName)))
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.Master));
|
|
}
|
|
}
|
|
|
|
public void LoadAICsv(AICsvLoadingInfo info, Action callBack)
|
|
{
|
|
List<string> aiPaths = new List<string>();
|
|
RegisterAICommonCsvPath(aiPaths);
|
|
RegisterAIIndividualCsvPath(aiPaths, info);
|
|
Toolbox.ResourcesManager.StartCoroutine_LoadAssetGroupSync(aiPaths, delegate
|
|
{
|
|
StartLoadAIBasicAndCommonData();
|
|
StartLoadAIIndividualData(info);
|
|
/* Pre-Phase-5b: RegisterAllAIData dropped */
|
|
Toolbox.ResourcesManager.RemoveAssetGroup(aiPaths);
|
|
callBack.Call();
|
|
});
|
|
}
|
|
|
|
private void RegisterAICommonCsvPath(List<string> aiPaths)
|
|
{
|
|
aiPaths.Add(Toolbox.ResourcesManager.GetAssetTypePath("ai_basic", ResourcesManager.AssetLoadPathType.Master));
|
|
if (AICommonDataList == null)
|
|
{
|
|
RegisterAICommonCsvFilePaths(aiPaths);
|
|
}
|
|
if (AIAllyCommonDataList == null)
|
|
{
|
|
RegisterAIAllyCommonCsvFilePaths(aiPaths);
|
|
}
|
|
}
|
|
|
|
private void RegisterAIIndividualCsvPath(List<string> aiPaths, AICsvLoadingInfo info)
|
|
{
|
|
if (info.DeckId >= 0)
|
|
{
|
|
RegisterAIDeckCsvFilePath(aiPaths, info.DeckId);
|
|
}
|
|
RegisterAIStyleCsvFilePath(aiPaths, info.StyleId);
|
|
RegisterAIEmoteCsvFilePath(aiPaths, info.EmoteId);
|
|
}
|
|
|
|
private void StartLoadAIBasicAndCommonData()
|
|
{
|
|
if (AIBasicDataList == null)
|
|
{
|
|
StartLoadAIBasicData();
|
|
}
|
|
if (AICommonDataList == null)
|
|
{
|
|
StartLoadAICommonData(AICommonFileNameList);
|
|
}
|
|
if (AIAllyCommonDataList == null)
|
|
{
|
|
StartLoadAIAllyCommonData(AIAllyCommonFileNameList);
|
|
}
|
|
}
|
|
|
|
private void StartLoadAIIndividualData(AICsvLoadingInfo info)
|
|
{
|
|
if (info.DeckId >= 0)
|
|
{
|
|
StartLoadAIDeckData(info.DeckId);
|
|
}
|
|
StartLoadAIEmoteData(info.EmoteId);
|
|
StartLoadAIStyleData(info.StyleId);
|
|
}
|
|
}
|