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.
113 lines
3.6 KiB
C#
113 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Wizard.Battle.Mulligan;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Phase;
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public class MulliganPhaseBase : IPhase
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{
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protected IMulliganMgr _mulliganMgr;
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private readonly BattleManagerBase _battleMgr;
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private MulliganOperateControl _mulliganOperateCtrl;
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private bool _enableTouch;
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private const float MULLIGAN_LOG_WAIT_TIME = 20f;
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protected MulliganPhaseBase(BattleManagerBase battleMgr)
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{
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_battleMgr = battleMgr;
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}
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protected void Initialize(IMulliganMgr mulliganMgr)
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{
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_mulliganMgr = mulliganMgr;
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_battleMgr.MulliganMgr = _mulliganMgr;
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MulliganInfoControl component = NGUITools.AddChild(_battleMgr.Battle3DContainer, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/MulliganInfo")).GetComponent<MulliganInfoControl>();
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_mulliganMgr.InitMulligan(component, _battleMgr.BattlePlayer.PlayerBattleView);
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_mulliganOperateCtrl = CreateMulliganOperateControl();
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}
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protected virtual MulliganOperateControl CreateMulliganOperateControl()
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{
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return new MulliganOperateControl(_mulliganMgr.PlayerMlgCtrl);
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}
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protected virtual void ShowMulliganInfo()
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{
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_mulliganMgr.GetMulliganInfo().Show(MulliganInfoControl.ViewType.Normal);
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}
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public virtual VfxBase Setup()
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{
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IMulliganMgr mulliganMgr = _mulliganMgr;
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mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
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{
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_enableTouch = false;
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});
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_battleMgr.OnSubmitMulligan += SubmitMulligan;
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VfxBase vfxBase = _mulliganMgr.MulliganStartDraw(_battleMgr.IsFirst, new SkillProcessor());
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_battleMgr.BattleUIContainer.Battery.SetActive(value: false);
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_enableTouch = true;
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return SequentialVfxPlayer.Create(InstantVfx.Create(ShowMulliganInfo), vfxBase);
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}
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protected void StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList)
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{
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if (playerDealIdxList != null && playerDealIdxList.Count == 3 && oppoDealIdxList != null && oppoDealIdxList.Count == 3)
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{
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_battleMgr.VfxMgr.RegisterSequentialVfx(_mulliganMgr.StartDeal(playerDealIdxList, oppoDealIdxList, new SkillProcessor()));
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}
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}
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public virtual VfxWith<IPhase> Update(float dt)
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{
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if (_enableTouch)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(_mulliganOperateCtrl.Update());
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return new VfxWith<IPhase>(parallelVfxPlayer, null);
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}
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return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
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}
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public virtual VfxBase Teardown()
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{
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_battleMgr.OnSubmitMulligan -= SubmitMulligan;
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MulliganInfoControl mulliganInfo = _mulliganMgr.GetMulliganInfo();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(new MulliganEndVfx(mulliganInfo, _battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
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sequentialVfxPlayer.Register(mulliganInfo.SetPlayerReady());
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sequentialVfxPlayer.Register(InstantVfx.Create(mulliganInfo.HideTopPanels));
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sequentialVfxPlayer.Register(new PlayerAndEnemyReadyVfx(_battleMgr.BattlePlayer, _battleMgr.BattleEnemy));
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sequentialVfxPlayer.Register(mulliganInfo.DestroyMulliganUIVfx());
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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_battleMgr.MulliganMgr = null;
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_battleMgr.BattleUIContainer.Battery.SetActive(value: true);
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}));
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return sequentialVfxPlayer;
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}
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public void Pause()
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{
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}
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private VfxBase SubmitMulligan()
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{
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if (IsCardUndecided())
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{
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return NullVfx.GetInstance();
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}
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return _mulliganMgr.Submit(_battleMgr);
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}
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private bool IsCardUndecided()
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{
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return _mulliganOperateCtrl.State == MulliganOperateControl.STATE.CARD_SELECTED;
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}
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}
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