Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_special_token_draw.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

187 lines
8.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_special_token_draw : SkillBase
{
private const string TOKEN_EFFECT_PATH = "cmn_token_draw_1";
public const float BEFORE_TRANSFORM_WAIT_TIME = 0f;
public const float AFTER_TRANSFORM_WAIT_TIME = 0.2f;
protected IEnumerable<int> _beforeTransformTokenId;
protected IEnumerable<int> _afterTransformTokenId;
protected float _beforeChangeWaitTime;
protected float _afterChangeWaitTime;
protected string _transformEffectPath;
protected BattlePlayerBase _playerSide;
protected BattlePlayerBase _selfBattlePlayer;
public override bool IsTargetIndicate => false;
public override bool IsAllowDestroyTarget => true;
public Skill_special_token_draw(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
if (!CreateTokenInfo(parameter.targetCards))
{
parameter.calledSkillResultInfo.drawCards = new List<IReadOnlyBattleCardInfo>();
return NullVfxWithLoading.GetInstance();
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
int cardTotalNum = _playerSide.cardTotalNum;
_playerSide.cardTotalNum++;
VfxWith<List<BattleCardBase>> vfxWith = CreateTokenObjectAndView(cardTotalNum, isBeforeTransform: true);
VfxWith<List<BattleCardBase>> vfxWith2 = CreateTokenObjectAndView(cardTotalNum, isBeforeTransform: false);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWith.Vfx);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWith2.Vfx);
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateTokenDrawVfx(parameter, vfxWith.Value, vfxWith2.Value, _playerSide));
return vfxWithLoadingSequential;
}
private VfxWith<List<BattleCardBase>> CreateTokenObjectAndView(int index, bool isBeforeTransform)
{
List<BattleCardBase> list = new List<BattleCardBase>();
IEnumerable<int> source = (isBeforeTransform ? _beforeTransformTokenId : _afterTransformTokenId);
for (int i = 0; i < source.Count(); i++)
{
int num = source.ElementAt(i);
int id = num;
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(num);
if (IsMakeFoil)
{
id = cardParameterFromId.FoilCardId;
}
BattleCardBase battleCardBase = CreateTokenCard(_playerSide, id, index);
battleCardBase.SetOnDraw(draw: true);
list.Add(battleCardBase);
}
return new VfxWith<List<BattleCardBase>>(base.SkillPrm.selfBattlePlayer.BattleMgr.LoadCardResources(list), list);
}
protected bool CreateTokenInfo(IEnumerable<BattleCardBase> targetCards)
{
_selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.before_transform_token_draw, "_OPT_NULL_");
string text2 = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.after_transform_token_draw, "_OPT_NULL_");
_playerSide = base.SkillPrm.ownerCard.SelfBattlePlayer;
bool flag = false;
if (text != "_OPT_NULL_" && text2 != "_OPT_NULL_")
{
_beforeTransformTokenId = SkillOptionValue.ParseOptionTokenID(text);
_afterTransformTokenId = SkillOptionValue.ParseOptionTokenID(text2);
flag = true;
}
if (!flag)
{
return false;
}
if (_beforeTransformTokenId.Count() == 0 || _afterTransformTokenId.Count() == 0)
{
return false;
}
return true;
}
protected VfxWithLoading CreateTokenDrawVfx(CallParameter parameter, List<BattleCardBase> beforeTransformDrawList, List<BattleCardBase> afterTransformDrawList, BattlePlayerBase playerSide)
{
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
afterTransformDrawList = playerSide.DrawCards(afterTransformDrawList, parameter.skillProcessor, isOpen: false, isMulligan: false, isToken: true, isSkillDraw: true, this, isReservation: false, parameter.calledSkillResultInfo, base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.turn_token_draw_skill_id, -1)).Value.ToList();
AddLastTarget(parameter, afterTransformDrawList);
parameter.calledSkillResultInfo.drawCards = BattlePlayerBase.ConvertToSkillInfoCollection(afterTransformDrawList);
if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_BATTLE_EFFECT) && !string.IsNullOrEmpty(base.SkillPrm.buildInfo._effectPath))
{
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
}
VfxWithLoading vfxWithLoading = CreateTokenSpawnVfx(this, beforeTransformDrawList.First());
_transformEffectPath = "cmn_token_draw_1";
_beforeChangeWaitTime = 0f;
_afterChangeWaitTime = 0.2f;
DataMgr.SpecialBattleSetting specialBattleSettingInfo = GameMgr.GetIns().GetDataMgr().SpecialBattleSettingInfo;
if (specialBattleSettingInfo != null && specialBattleSettingInfo.SpecialTokenDrawOverrideEffectPair.ContainsKey(afterTransformDrawList.First().CardId))
{
_transformEffectPath = specialBattleSettingInfo.SpecialTokenDrawOverrideEffectPair[afterTransformDrawList.First().CardId];
if (_transformEffectPath.Contains(":"))
{
string[] array = _transformEffectPath.Split(':');
_transformEffectPath = array[0];
_beforeChangeWaitTime = float.Parse(array[1]);
if (array.Count() >= 2)
{
_afterChangeWaitTime = float.Parse(array[2]);
}
}
}
vfxWithLoadingSequential.RegisterToMainVfx(new DrawSpecialTokenVfx(beforeTransformDrawList, afterTransformDrawList, vfxWithLoading.MainVfx, playerSide, this, _beforeChangeWaitTime, _afterChangeWaitTime, _transformEffectPath));
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
vfxWithLoadingSequential.RegisterToMainVfx(InstantVfx.Create(delegate
{
base.SkillPrm.selfBattlePlayer.UpdateHandCardsPlayability();
}));
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillDrawToken(afterTransformDrawList.Where((BattleCardBase s) => s.IsInHand).ToList(), this, isOpen: true);
BattleLogManager.GetInstance().AddLogSkillDrawToken(afterTransformDrawList.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, isOpen: true, isOverDraw: true);
}
return vfxWithLoadingSequential;
}
protected virtual BattleCardBase CreateTokenCard(BattlePlayerBase player, int id, int index)
{
return player.CreateCard(id, index);
}
public static VfxWithLoading CreateTokenSpawnVfx(SkillBase skill, BattleCardBase firstToken)
{
if (BattleManagerBase.GetIns().IsRecovery)
{
return NullVfxWithLoading.GetInstance();
}
float animationTime = 0f;
Color color = firstToken.Clan switch
{
CardBasePrm.ClanType.MIN => Global.EFFECT_COLOR_ELF,
CardBasePrm.ClanType.ROYAL => Global.EFFECT_COLOR_ROYAL,
CardBasePrm.ClanType.WITCH => Global.EFFECT_COLOR_WITCH_1,
CardBasePrm.ClanType.DRAGON => Global.EFFECT_COLOR_DRAGON,
CardBasePrm.ClanType.NECRO => Global.EFFECT_COLOR_NECROMANCER,
CardBasePrm.ClanType.VAMPIRE => Global.EFFECT_COLOR_VANPIRE,
CardBasePrm.ClanType.BISHOP => Global.EFFECT_COLOR_BISHOP,
CardBasePrm.ClanType.NEMESIS => Global.EFFECT_COLOR_NEMESIS,
_ => Color.clear,
};
string text = "cmn_token_draw_1";
DataMgr.SpecialBattleSetting specialBattleSettingInfo = GameMgr.GetIns().GetDataMgr().SpecialBattleSettingInfo;
if (specialBattleSettingInfo != null && specialBattleSettingInfo.TokenDrawOverrideEffectPair.ContainsKey(firstToken.CardId))
{
text = specialBattleSettingInfo.TokenDrawOverrideEffectPair[firstToken.CardId];
if (text.Contains(":"))
{
string[] array = text.Split(':');
text = array[0];
animationTime = float.Parse(array[1]);
}
color = Color.clear;
}
Func<Vector3> func = () => firstToken.BattleCardView.GameObject.transform.position;
return skill.CreateSkillEffectFromPath(text, "se_" + text, skill.SkillPrm.resourceMgr, EffectMgr.EngineType.SHURIKEN, EffectMgr.MoveType.DIRECT, func, func, animationTime, color);
}
}