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>
137 lines
3.7 KiB
C#
137 lines
3.7 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
[ExecuteInEditMode]
|
|
[AddComponentMenu("NGUI/Interaction/NGUI Slider")]
|
|
public class UISlider : UIProgressBar
|
|
{
|
|
private enum Direction
|
|
{
|
|
Horizontal,
|
|
Upgraded
|
|
}
|
|
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
private Transform foreground;
|
|
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
private float rawValue = 1f;
|
|
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
private Direction direction = Direction.Upgraded;
|
|
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
protected bool mInverted;
|
|
|
|
public bool isColliderEnabled
|
|
{
|
|
get
|
|
{
|
|
Collider component = GetComponent<Collider>();
|
|
if (component != null)
|
|
{
|
|
return component.enabled;
|
|
}
|
|
Collider2D component2 = GetComponent<Collider2D>();
|
|
if (component2 != null)
|
|
{
|
|
return component2.enabled;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
protected override void Upgrade()
|
|
{
|
|
if (direction != Direction.Upgraded)
|
|
{
|
|
mValue = rawValue;
|
|
if (foreground != null)
|
|
{
|
|
mFG = foreground.GetComponent<UIWidget>();
|
|
}
|
|
if (direction == Direction.Horizontal)
|
|
{
|
|
mFill = (mInverted ? FillDirection.RightToLeft : FillDirection.LeftToRight);
|
|
}
|
|
else
|
|
{
|
|
mFill = (mInverted ? FillDirection.TopToBottom : FillDirection.BottomToTop);
|
|
}
|
|
direction = Direction.Upgraded;
|
|
}
|
|
}
|
|
|
|
protected override void OnStart()
|
|
{
|
|
UIEventListener uIEventListener = UIEventListener.Get((mBG != null && (mBG.GetComponent<Collider>() != null || mBG.GetComponent<Collider2D>() != null)) ? mBG.gameObject : base.gameObject);
|
|
uIEventListener.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener.onPress, new UIEventListener.BoolDelegate(OnPressBackground));
|
|
uIEventListener.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener.onDrag, new UIEventListener.VectorDelegate(OnDragBackground));
|
|
if (thumb != null && (thumb.GetComponent<Collider>() != null || thumb.GetComponent<Collider2D>() != null) && (mFG == null || thumb != mFG.cachedTransform))
|
|
{
|
|
UIEventListener uIEventListener2 = UIEventListener.Get(thumb.gameObject);
|
|
uIEventListener2.onPress = (UIEventListener.BoolDelegate)Delegate.Combine(uIEventListener2.onPress, new UIEventListener.BoolDelegate(OnPressForeground));
|
|
uIEventListener2.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener2.onDrag, new UIEventListener.VectorDelegate(OnDragForeground));
|
|
}
|
|
}
|
|
|
|
protected virtual void OnPressBackground(GameObject go, bool isPressed)
|
|
{
|
|
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
|
|
{
|
|
mCam = UICamera.currentCamera;
|
|
base.value = ScreenToValue(UICamera.lastEventPosition);
|
|
if (!isPressed && onDragFinished != null)
|
|
{
|
|
onDragFinished();
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void OnDragBackground(GameObject go, Vector2 delta)
|
|
{
|
|
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
|
|
{
|
|
mCam = UICamera.currentCamera;
|
|
base.value = ScreenToValue(UICamera.lastEventPosition);
|
|
}
|
|
}
|
|
|
|
protected virtual void OnPressForeground(GameObject go, bool isPressed)
|
|
{
|
|
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
|
|
{
|
|
mCam = UICamera.currentCamera;
|
|
if (isPressed)
|
|
{
|
|
mOffset = ((mFG == null) ? 0f : (base.value - ScreenToValue(UICamera.lastEventPosition)));
|
|
}
|
|
else if (onDragFinished != null)
|
|
{
|
|
onDragFinished();
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void OnDragForeground(GameObject go, Vector2 delta)
|
|
{
|
|
if (UICamera.currentScheme != UICamera.ControlScheme.Controller)
|
|
{
|
|
mCam = UICamera.currentCamera;
|
|
base.value = mOffset + ScreenToValue(UICamera.lastEventPosition);
|
|
}
|
|
}
|
|
|
|
public override void OnPan(Vector2 delta)
|
|
{
|
|
if (base.enabled && isColliderEnabled)
|
|
{
|
|
base.OnPan(delta);
|
|
}
|
|
}
|
|
}
|