Files
SVSimServer/SVSim.BattleEngine/Engine/MyPageCardPanelAnimation.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
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>
2026-07-03 19:18:54 -04:00

158 lines
3.0 KiB
C#

using UnityEngine;
public class MyPageCardPanelAnimation : MonoBehaviour
{
public enum State
{
Start,
End
}
private float ClickRotateTimeTotal;
private float ClickRotateTime;
private float ClickIndex;
private bool _isCutCardMotion;
private State _state = State.End;
private float _timer;
private float[] _randomTimer;
private int[] _randomDir;
private GameObject[] _cardPanel;
private UIPanel[] _panel;
private Vector3[] _defaultPosition;
public bool IsCardMoving
{
get
{
if (!(ClickRotateTime > 0f))
{
return _state != State.End;
}
return true;
}
}
public void SetCardPanelList(GameObject[] list)
{
_cardPanel = new GameObject[list.Length];
for (int i = 0; i < list.Length; i++)
{
_cardPanel[i] = list[i];
MyPageCardPanel component = list[i].GetComponent<MyPageCardPanel>();
if (component != null)
{
component.Index = i;
}
}
InitRandom();
InitializePanel();
}
public void UpdateCardPanelDefaultPosition(Vector3[] newPosition)
{
_defaultPosition = newPosition;
}
private void InitializePanel()
{
if (_panel == null)
{
_panel = new UIPanel[_cardPanel.Length];
_defaultPosition = new Vector3[_cardPanel.Length];
for (int i = 0; i < _cardPanel.Length; i++)
{
GameObject gameObject = _cardPanel[i];
_panel[i] = gameObject.GetComponent<UIPanel>();
_defaultPosition[i] = gameObject.transform.localPosition;
}
}
}
public void StartCardPanelAnimation(bool isCutCardMotion)
{
_state = State.Start;
_timer = 0f;
_isCutCardMotion = isCutCardMotion;
for (int i = 0; i < _cardPanel.Length; i++)
{
GameObject obj = _cardPanel[i];
Vector3 localPosition = obj.transform.transform.localPosition;
localPosition.x = -22100f;
obj.transform.transform.localPosition = localPosition;
iTween.Stop(obj);
}
}
private void ColorChange(bool isForceOpacity = false)
{
if (_panel == null)
{
return;
}
for (int i = 0; i < _cardPanel.Length; i++)
{
if (_panel[i].alpha < 1f && !isForceOpacity)
{
float alpha = _panel[i].alpha;
alpha += Time.deltaTime * 4f;
if (alpha >= 1f)
{
alpha = 1f;
}
_panel[i].alpha = alpha;
}
else
{
_panel[i].alpha = 1f;
}
}
}
public void OnClicked(int i, bool isPlaySe = true)
{
ClickRotateTimeTotal = 1f;
ClickRotateTime = ClickRotateTimeTotal;
ClickIndex = i;
if (isPlaySe)
{
}
}
public void StopMove()
{
_state = State.End;
for (int i = 0; i < _cardPanel.Length; i++)
{
iTween.Stop(_cardPanel[i]);
if (_panel != null)
{
_panel[i].alpha = 1f;
}
}
InitRandom();
ColorChange(isForceOpacity: true);
}
private void InitRandom()
{
_randomDir = new int[_cardPanel.Length];
_randomTimer = new float[_cardPanel.Length];
for (int i = 0; i < _cardPanel.Length; i++)
{
_randomDir[i] = (((double)Random.value > 0.5) ? 1 : (-1));
_randomTimer[i] = Random.Range(-0.3f, 0f);
}
}
}