The stub generator emits net-new types as base-LESS partials, so generated Vfx/View types weren't actually VfxBase/etc. -> hundreds of CS1503/CS0029 'cannot convert to VfxBase' at every polymorphic call site. m1_baseclauses.py recovers each generated type's decomp base CLASS (interfaces dropped to avoid CS0535) into _BaseClauses.g.cs, cross-namespace bases fully qualified. Generated the intermediate Vfx/processing base types (SpreadOutVfx/OpenCardVfx/ProcessingBase/DamageVfxBase/ForecastIconVfxBase/...). DefaultOpeningVfx regenerated WITH override (its base OpeningVfx is copied+abstract). Clearing the polymorphism cascade + the masking base-type CS0246s unmasked the true member-level frontier: 2202 (CS1501/CS1061/CS1503), 0 structural errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
235 lines
11 KiB
C#
235 lines
11 KiB
C#
using System.Collections;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.ClassCharacter;
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public abstract class SpineClassCharacter : ClassCharacterBase
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{
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protected readonly float ScreenWidthFraction = 0.5f;
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protected readonly float ScreenHeightFraction = 0.05f;
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protected bool _isNoEvolveShift;
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protected bool _isOpponentReverse;
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private SpineObject _spine;
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private ClassCharaPrm.MotionType _currentMotion = ClassCharaPrm.MotionType.idle;
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private bool IsSnCollabSkin => Global.IsSnCollabSkin(GetCharaId());
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public SpineClassCharacter()
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{
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}
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public override VfxBase CreateLoadResouceVfx()
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{
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return InstantVfx.Create(delegate
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{
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ClassCharacterMasterData charaPrmByCharaId = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(GetCharaId());
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GameObject gobj = new ClassCardCreator(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(charaPrmByCharaId.path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true))).LoadRootObject();
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_isNoEvolveShift = charaPrmByCharaId.IsNoEvolveShift;
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_isOpponentReverse = this is EnemySpineClassCharacter && charaPrmByCharaId.IsOpponentReverse;
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GameObject gameObject = NGUITools.AddChild(BattleManagerBase.GetIns().Battle3DContainer);
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gameObject.name = "ClassCharacterRoot";
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GameObject gameObject2 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, gameObject);
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SetUpAnchor(gameObject);
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AttachOtherUI(gameObject);
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GameObject gameObject3 = gameObject2.transform.Find("ClassObj").gameObject;
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GameObject gameObject4 = gameObject2.transform.Find("Collider").gameObject;
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base.GameObject = gameObject2;
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base.GameObject.tag = GetTagName();
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base.GameObject.transform.localPosition = GetPosition();
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_initPosition = base.GameObject.transform.position;
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gameObject3.transform.localScale = Global.CLASS_BATTLE_SCALE;
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gameObject3.tag = GetTagName();
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gameObject4.tag = GetTagName();
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Transform transform = gameObject3.transform.Find("Class");
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string path = (IsSnCollabSkin ? "md_Encampment_sn_Base" : "md_Encampment_Base");
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transform.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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MotionUtils.SetLayerAll(transform.gameObject, 15);
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Transform child = transform.transform.GetChild(0);
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string path2 = (IsSnCollabSkin ? "md_Encampment_sn_Outside" : "md_Encampment_outside");
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child.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath(path2, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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MotionUtils.SetLayerAll(child.gameObject, 10);
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CardTemplate cardTemplate = gameObject2.AddComponent<CardTemplate>();
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cardTemplate.CardWrapObjTemp = gameObject3;
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cardTemplate.Collider = gameObject4.GetComponent<BoxCollider>();
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Transform transform2 = transform.transform;
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transform2.localRotation = ConvertBackPanelRotation(transform2.localRotation);
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GameObject gameObject5 = gameObject3.transform.Find("Shield").gameObject;
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gameObject5.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
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gameObject5.GetComponent<MeshRenderer>().sharedMaterial = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
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gameObject5.GetComponent<MeshRenderer>().sharedMaterial.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
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gameObject5.transform.localPosition = GetShieldPosition();
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gameObject5.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
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GameMgr.GetIns().GetEffectMgr().SetParticleShader(gameObject5);
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MeshRenderer component = transform.GetComponent<MeshRenderer>();
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MeshRenderer component2 = child.GetComponent<MeshRenderer>();
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string path3 = (IsSnCollabSkin ? "mt_Encampment_sn_Frame" : "mt_Encampment_Frame");
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Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(path3, ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)) as Material;
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if (material != null)
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{
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string path4 = (IsSnCollabSkin ? "tx_Encampment_sn_Frame" : "tx_Encampment_Frame");
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material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(path4, ResourcesManager.AssetLoadPathType.ClassCharaFrameTexture, isfetch: true));
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}
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Material material2 = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath(GetTextureName(), ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
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material2.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(((int)charaPrmByCharaId.ClassColorId).ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaEncampment, isfetch: true));
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CardCreatorBase.SetupClassMaterialToCenterCharacterMesh(component, component2, material2, material);
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gameObject5.SetActive(value: true);
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SBattleLoad sBattleLoad = BattleManagerBase.GetIns().SBattleLoad;
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GameObject gameObject6 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath("cmn_frame_class_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)), BattleManagerBase.GetIns().Battle3DContainer);
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject6, null, isBattle: true, isField: true);
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gameObject6.transform.parent = gameObject3.transform;
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gameObject6.transform.localPosition = new Vector3(0f, 0.1f, 0.15f);
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gameObject6.transform.localRotation = GetMaskImageRotation();
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gameObject6.transform.localScale = new Vector3(6.4f, 6.4f, 20.48f);
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gameObject6.SetActive(value: false);
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cardTemplate.FrameEffectNormal = gameObject6;
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GameObject gameObject7 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(sBattleLoad.LifePoolIcon, BattleManagerBase.GetIns().Battle3DContainer);
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gameObject7.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
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gameObject7.transform.parent = gameObject5.transform;
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gameObject7.transform.localPosition = GetLifeIconPosition();
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gameObject3.transform.localScale = new Vector3(80f, 80f, 25f);
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gameObject4.transform.localScale = new Vector3(80f, 80f, 25f);
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
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(cardTemplate.LifeLabelTemp = gameObject7.transform.Find("LifeLabel").GetComponent<UILabel>()).text = cardParameterFromId.Life.ToString();
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_spine = new SpineObject();
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_spine.LoadAndSet(GetSkinId().ToString(), this, gameObject3.transform);
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GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EmotionMessage");
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_emotionLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EmotionMessage"));
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_emotionLabel.transform.Find("Scale").GetComponent<UIPanel>().depth = GetEmoteLabelDepth();
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_emotionLabel.SetActive(value: false);
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GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EnvironmentMessage");
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_enviromentLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EnvironmentMessage"));
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_enviromentLabel.SetActive(value: false);
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base.GameObject.SetActive(value: false);
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});
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}
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public override void ClearResourceObject()
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{
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if (_spine != null)
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{
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_spine.Clear();
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}
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}
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public override void PlayMotion(ClassCharaPrm.MotionType motionType)
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{
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if (!BattleManagerBase.GetIns().IsRecovery)
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{
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_currentMotion = motionType;
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if (_isAnimation && !(_spine._animator == null))
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{
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_spine._animator.SetTrigger(motionType.ToString());
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BattleCoroutine.GetInstance().StartCoroutine(WaitMotionEnd());
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}
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}
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}
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public override void ResetMotion()
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{
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_currentMotion = ClassCharaPrm.MotionType.idle;
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_spine._animator.Play(ClassCharaPrm.MotionType.idle.ToString(), 0, 0f);
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_spine.WaitChangeFace(ClassCharaPrm.FaceType.skin_01.ToString());
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}
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public override void SetTrigger(string str)
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{
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_spine._animator.SetTrigger(str);
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}
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public override ClassCharaPrm.MotionType GetMotion()
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{
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return _currentMotion;
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}
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public override void OutFrame()
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{
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if (_isAnimation)
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{
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_spine.OutFrame(isHighRank: false);
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}
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}
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public override void ChangeFace(ClassCharaPrm.FaceType faceType)
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{
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if (BattleManagerBase.GetIns() != null && !BattleManagerBase.GetIns().IsRecovery && _isAnimation && !(_spine._skeletonMecanim == null))
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{
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BattleCoroutine.GetInstance().StartCoroutine(WaitChangeFace(faceType));
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}
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}
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public override IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType)
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{
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yield return null;
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string faceStr = faceType.ToString();
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_spine.WaitChangeFace(faceStr);
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}
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public override void SetAnimationEnable(bool enable)
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{
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bool isAnimation = _isAnimation;
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_isAnimation = enable;
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_spine.SetAnimationEnable(_isAnimation, isAnimation);
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}
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public override bool IsAnimationEnable()
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{
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return _isAnimation;
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}
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public override IEnumerator WaitMotionEnd()
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{
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yield return null;
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float num = ((!GetCurrentClipIsName(ClassCharaPrm.MotionType.idle)) ? _spine._animator.GetCurrentAnimatorStateInfo(0).length : (_spine._animator.GetCurrentAnimatorStateInfo(0).length * 0.5f));
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num -= Time.deltaTime * 2f;
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yield return new WaitForSeconds(num);
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ChangeFace(ClassCharaPrm.FaceType.skin_01);
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}
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public IEnumerator WaitReturnOnAnimation()
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{
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float seconds = (float)((Toolbox.QualityManager.GetFrameRate() == 60) ? 85 : 86) / 30f;
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yield return new WaitForSeconds(seconds);
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_spine.SetDefaultLayer(isHighRank: false);
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}
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protected override IEnumerator WaitReturnFrame()
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{
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yield return _spine.WaitReturnFrame(GetSpinePosition(), isHighRank: false);
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}
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public override float GetCurrentClipTime()
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{
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if (_spine._animator == null)
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{
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return 0f;
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}
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return _spine._animator.GetCurrentAnimatorStateInfo(0).length;
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}
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public override bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
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{
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if (_spine._animator == null)
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{
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return false;
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}
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return _spine._animator.GetCurrentAnimatorStateInfo(0).IsName(motionType.ToString());
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}
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public override bool IsNoEvolveShift()
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{
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return _isNoEvolveShift;
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}
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public override bool IsOpponentReverse()
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{
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return _isOpponentReverse;
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}
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}
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