Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/PuzzleUtil.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

89 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
namespace Wizard;
public class PuzzleUtil
{
public static void SetPracticePuzzleData(int groupId, PuzzleQuestData data, int difficulty, DataMgr.BattleType battleType)
{
GameMgr.GetIns().GetDataMgr().PracticePuzzleGroupId = groupId;
SetPuzzleQuestData(data, difficulty, battleType);
}
public static void SetPuzzleQuestData(PuzzleQuestData data, int difficulty, DataMgr.BattleType battleType)
{
CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(Format.Unlimited).CardMasterId);
GameMgr.GetIns().IsPuzzleQuest = true;
Data.CurrentFormat = Format.Unlimited;
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
dataMgr.m_BattleType = battleType;
dataMgr.SetPlayerCharaIdBySkinId(data.PlayerSkin);
dataMgr.SetPlayerSleeveId(3000011L);
dataMgr.SetSelectDeckFormat(Format.Unlimited);
dataMgr.Load();
dataMgr.PuzzleEnemyClass = data.BattleData.EnemyClass;
dataMgr.SetEnemyCharaId(data.EnemySkin);
dataMgr.SetEnemySleeveId(3000011L);
dataMgr.SetCurrentEnemyDeckData(Enumerable.Repeat(100011010, 40).ToList());
dataMgr.LoadEnemyClassData();
dataMgr.SetSoroPlay3DFieldID(data.StageId);
dataMgr.SetStoryBgmID("NONE");
dataMgr.PuzzleQuestId = data.Id;
dataMgr.PuzzleDifficulty = difficulty;
}
public static void ChangeSceneToPuzzleQuest(PuzzleQuestData data)
{
QuestStartTask questStartTask = new QuestStartTask(isPuzzle: true);
questStartTask.SetParameterForPuzzle(data.Id);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(questStartTask, delegate
{
UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
{
IsShow_CardIntroduction = true
};
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
}));
}
public static void ChangeSceneToPracticePuzzle(PuzzleQuestData data)
{
PracticePuzzleBattleStartTask practicePuzzleBattleStartTask = new PracticePuzzleBattleStartTask();
practicePuzzleBattleStartTask.SetParameter(data.Id);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(practicePuzzleBattleStartTask, delegate
{
UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
{
IsShow_CardIntroduction = true
};
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
}));
}
public static IEnumerator OpenPuzzleSelectDialogCoroutine(Action<PuzzleQuestData, int> onDecide, Action<QuestOpenPuzzleDialogTask> onOpen = null, Action<QuestOpenPuzzleDialogTask> onClose = null)
{
QuestOpenPuzzleDialogTask task = new QuestOpenPuzzleDialogTask();
yield return Toolbox.NetworkManager.Connect(task, delegate
{
UIManager.GetInstance().createInSceneCenterLoading();
});
while (!task.IsResultSuccess)
{
yield return null;
}
List<string> loadList = PuzzleQuestSelectDialog.CollectResourcePath(task.PuzzleQuestInfo.DisplayDatas);
yield return Toolbox.ResourcesManager.LoadAssetGroupAsync(loadList, null);
UIManager.GetInstance().closeInSceneCenterLoading();
PuzzleQuestSelectDialog.CreateDialog(task.PuzzleQuestInfo, onDecide).OnClose = delegate
{
Toolbox.ResourcesManager.RemoveAssetGroup(loadList);
onClose.Call(task);
};
onOpen.Call(task);
}
}