Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Mulligan/PlayerMulliganCardSortOutVfx.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

53 lines
1.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Mulligan;
public class PlayerMulliganCardSortOutVfx : SequentialVfxPlayer
{
public PlayerMulliganCardSortOutVfx(GameObject keepZone, IList<BattleCardBase> firstDraws, MulliganInfoControl mulliganUI)
{
Register(ShiftParentVfx(keepZone, firstDraws));
Register(SortOutCardVfx(keepZone, firstDraws, mulliganUI));
}
private VfxBase ShiftParentVfx(GameObject keepZone, IList<BattleCardBase> firstDraws)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
int count = firstDraws.Count;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
for (int i = 0; i < count; i++)
{
GameObject gameObject = firstDraws[i].BattleCardView.GameObject;
gameObject.SetActive(value: false);
gameObject.transform.parent = keepZone.transform;
MotionUtils.SetLayerAll(gameObject, 10);
gameObject.SetActive(value: true);
}
}));
return sequentialVfxPlayer;
}
private VfxBase SortOutCardVfx(GameObject keepZone, IList<BattleCardBase> firstDraws, MulliganInfoControl mulliganUI)
{
LocalLog.AccumulateLastTraceLog("SortOutCardVfx");
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
int count = firstDraws.Count;
for (int i = 0; i < count; i++)
{
parallelVfxPlayer.Register(MulliganViewBase.MoveCardToMulliganZone(firstDraws[i], keepZone, i, mulliganUI, isAbandon: false));
}
if (BattleManagerBase.GetIns().IsRecovery)
{
return parallelVfxPlayer;
}
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_HAND_MOVE_RIGHT);
}));
return parallelVfxPlayer;
}
}