Files
SVSimServer/SVSim.BattleEngine/Engine/BackGroundBase.cs
gamer147 e3e0ba7a72 cull(engine-cleanup): pass-8 phase-2 cascade round 2
[trim] fully-unreachable files deleted: 3
[trim] files edited: 21, files deleted: 0, nodes removed: 38
[type-trim] files edited: 3, types removed: 3

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:19:36 -04:00

152 lines
4.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
public class BackGroundBase
{
protected string _bgmId;
protected BattleCamera _battleCamera;
protected GameObject _fieldModel;
protected GameObject _fieldParticles;
protected IDictionary<string, Animation> m_FieldAnimationDictionary;
protected IDictionary<string, GameObject> _fieldObjDictionary;
protected IDictionary<string, Animator> m_FieldAnimatorDictionary;
protected IDictionary<string, ParticleSystem> _fieldParticleSystemDictionary;
protected IDictionary<string, int> _gimicCntDictionary;
protected string _str3DFieldNo;
protected string _str3DFieldPath;
protected BattleManagerBase m_BtlMgrIns;
protected string m_FieldAssetPath;
protected List<string> m_SoundAssetPathList;
protected float m_RandomActionTime;
protected bool IsFieldRandom;
private Coroutine battleLoadCoroutine;
public virtual int FieldId => 1;
public virtual int FieldEffectId => FieldId;
public GameObject Field { get; protected set; }
public GameObject m_Battle3DContainer { get; protected set; }
public GameObject m_BattleCutInContainer { get; protected set; }
public SetShaderGlobalColorBG SetShaderGlobalColorBG { get; protected set; }
public bool IsLoadDone { get; protected set; }
public BackGroundBase(string bgmId = "NONE")
{
_battleCamera = null;
m_Battle3DContainer = null;
m_BattleCutInContainer = null;
// Pre-Phase-5b: seeded m_BtlMgrIns from the ambient mgr. All Field*.cs subclass ctors
// were stubbed to no-ops in chunk 3; nothing reads m_BtlMgrIns after that cull. Keeping
// the field as null in headless is safe (no user of it survives the Field cull).
m_BtlMgrIns = null;
IsLoadDone = false;
_str3DFieldNo = "";
_str3DFieldPath = "";
m_FieldAssetPath = "";
Field = null;
_fieldModel = null;
_fieldParticles = null;
_bgmId = bgmId;
m_RandomActionTime = 0f;
IsFieldRandom = false;
m_SoundAssetPathList = new List<string>();
_fieldObjDictionary = new Dictionary<string, GameObject>();
m_FieldAnimationDictionary = new Dictionary<string, Animation>();
m_FieldAnimatorDictionary = new Dictionary<string, Animator>();
_fieldParticleSystemDictionary = new Dictionary<string, ParticleSystem>();
_gimicCntDictionary = new Dictionary<string, int>();
SetShaderGlobalColorBG = null;
Physics.gravity = new Vector3(0f, 0f, 9.8f);
_str3DFieldNo = GetFieldIdString(FieldId);
_gimicCntDictionary.Add("FieldGimic1", 0);
_gimicCntDictionary.Add("FieldGimic2", 0);
_gimicCntDictionary.Add("FieldGimic3", 0);
}
public void Dispose()
{
UnityEngine.Object.DestroyImmediate(Field);
Field = null;
_fieldModel = null;
_fieldParticles = null;
_fieldObjDictionary.Clear();
m_FieldAnimationDictionary.Clear();
m_FieldAnimatorDictionary.Clear();
_fieldParticleSystemDictionary.Clear();
m_SoundAssetPathList.Clear();
_gimicCntDictionary.Clear();
SetShaderGlobalColorBG = null;
BattleCoroutine.GetInstance().StopCoroutine(battleLoadCoroutine);
}
private string GetFieldIdString(int fieldId)
{
return fieldId.ToString((fieldId < 100) ? "00" : "0000");
}
public virtual void StartFieldTapEffect(int areaId, Vector3 pos)
{
m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable();
}
public void StartFieldOpening()
{
PlayBgm();
OpeningVfx.OpenningLogStep = "StartFieldOpening";
IsFieldRandom = true;
BattleCoroutine.GetInstance().StartCoroutine(RunFieldOpening());
}
public void PlayBgm()
{
}
protected virtual IEnumerator RunFieldOpening()
{
yield return new WaitForSeconds(0f);
}
public void StartFieldGimic(GameObject obj)
{
if (!m_BtlMgrIns.GameMgr.IsReplayBattle && m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable())
{
BattleCoroutine.GetInstance().StartCoroutine(RunFieldGimic(obj));
}
}
protected virtual IEnumerator RunFieldGimic(GameObject obj)
{
yield return new WaitForSeconds(0f);
}
public virtual void UpdateFieldRandom()
{
}
}