Files
SVSimServer/SVSim.BattleEngine/Shim/View/VfxShim.cs
gamer147 70a2c3e8ed feat(battle-engine): View/Room/Vfx type wave (5600->4850)
Full-surface stubs for ICardVfxCreator(iface), SelectedStoryInfo, ImageSelection,
IReadOnlyVoiceInfo, RoomConnectController(+InitializeParameter/enums), RoomRuleSetting,
VideoHostingHUD(+HUDMode), TabList, BattleCardView.AttackTargetSelectInfo, ProtectionColorType.
Wired hand shims partial + MonoBehaviour bases; let generated supersede hand-written
nested enums (decomp-authoritative values). SocketManager kept as minimal SDK hand shim.
ClosureStubs for ~14 referenced empties.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 21:33:00 -04:00

131 lines
5.2 KiB
C#

// AUTHORED SHIM (not copied). The VFX layer, headless. VfxBase mirrors the real
// public surface (see decomp Wizard.Battle.View.Vfx/VfxBase.cs) so the ~800 engine
// call sites that pass/return VfxBase compile unchanged. Containers preserve the
// CONTROL-FLOW contract (Register collects, IsVfxNonEmpty reflects child count) but
// perform NO rendering. InstantVfx stores its action and NEVER runs it: headless
// resolution runs with IsForecast=true so VFX is never played, and per design §3.3
// all state mutation happens synchronously in the skill methods BEFORE the VFX is
// built -- so a never-played VFX loses no game state.
using System;
using System.Collections.Generic;
namespace Wizard.Battle.View.Vfx
{
public interface IEffectVfx { }
public class VfxBase
{
public virtual bool IsEnd { get; protected set; } = true;
public virtual string CurrentVfxName => GetType().ToString();
public virtual void Update(float dt, List<IEffectVfx> effectVfxList) { }
public virtual void Play() { }
public virtual VfxBase Cancel() => this;
public virtual bool IsVfxNonEmpty() => false;
public virtual List<string> GetVfxNames() => new List<string>();
}
public sealed class NullVfx : VfxBase
{
private static readonly NullVfx _ins = new NullVfx();
public static NullVfx GetInstance() => _ins;
public override bool IsVfxNonEmpty() => false;
}
public sealed class InstantVfx : VfxBase
{
// Stored, never invoked (headless suppression -- see file header).
private Action _action;
public static InstantVfx Create(Action action) => new InstantVfx { _action = action };
public override bool IsVfxNonEmpty() => true;
}
public sealed class WaitVfx : VfxBase
{
public static WaitVfx Create(float seconds) => new WaitVfx();
public override bool IsVfxNonEmpty() => false;
}
// Container players: collect children, report non-empty by count, render nothing.
public class SequentialVfxPlayer : VfxBase
{
protected readonly List<VfxBase> _children = new List<VfxBase>();
public static SequentialVfxPlayer Create() => new SequentialVfxPlayer();
public void Register(VfxBase vfx) { if (vfx != null) _children.Add(vfx); }
public int Count() => _children.Count;
public override bool IsVfxNonEmpty()
{
foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
return false;
}
}
public class ParallelVfxPlayer : SequentialVfxPlayer
{
public static new ParallelVfxPlayer Create() => new ParallelVfxPlayer();
}
public class VfxWithLoading : SequentialVfxPlayer
{
public static new VfxWithLoading Create() => new VfxWithLoading();
public virtual VfxBase LoadingVfx => NullVfx.GetInstance();
public virtual VfxBase MainVfx => NullVfx.GetInstance();
}
public class VfxWithLoadingSequential : VfxWithLoading
{
public static new VfxWithLoadingSequential Create() => new VfxWithLoadingSequential();
public override VfxBase LoadingVfx => NullVfx.GetInstance();
public override VfxBase MainVfx => NullVfx.GetInstance();
public void RegisterToLoadingVfx(VfxBase vfxToRegister) { }
public void RegisterToMainVfx(VfxBase vfxToRegister) { }
public void RegisterVfxWithLoading(VfxWithLoading vfxWithLoadingToRegister) { }
}
// Non-generic base (engine references bare `VfxWith` as well as the generics).
public class VfxWith : VfxBase
{
public VfxBase Vfx { get; set; }
}
// One-value pair (engine reads .Value / .Vfx).
public class VfxWith<T> : VfxWith
{
public T Value { get; set; }
public VfxWith() { }
public VfxWith(T value, VfxBase vfx) { Value = value; Vfx = vfx; }
}
// Two-value pair (engine reads .Value_1 / .Value_2 / .Vfx).
public class VfxWith<T1, T2> : VfxWith
{
public T1 Value_1 { get; set; }
public T2 Value_2 { get; set; }
public VfxWith() { }
public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
}
public class EvolveVfxBase : VfxBase { }
public class CanNotTouchCardVfx : VfxBase { }
public partial interface ICardVfxCreator { }
public interface IBattleCardVfxCreator { }
// The VFX manager: headless, registration is suppressed (real VfxMgr early-returns
// when IsForecast; we no-op unconditionally since we never pump the render loop).
public class VfxMgr
{
public virtual bool IsEnd => true;
public string CurrentVfxName => "";
public int CurrentVfxTime => 0;
public void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
public void Register<T>(T vfx) where T : VfxBase { }
public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
public virtual void Update(float dt) { }
public virtual void Cancel() { }
public void Dispose() { }
public void Clear() { }
}
}