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>
134 lines
2.8 KiB
C#
134 lines
2.8 KiB
C#
using UnityEngine;
|
|
|
|
public class UITweenPosition : MonoBehaviour
|
|
{
|
|
public delegate void FinishCallBack(UITweenPosition in_FadeObject);
|
|
|
|
[SerializeField]
|
|
public AnimationCurve Curve;
|
|
|
|
public Vector2 From;
|
|
|
|
public Vector2 To;
|
|
|
|
private Vector2 _fromStart;
|
|
|
|
private Vector2 _toStart;
|
|
|
|
public float DelayTime;
|
|
|
|
public float EndTime;
|
|
|
|
private UIPanel _getPanel;
|
|
|
|
private UIWidget _getWidget;
|
|
|
|
private UIRect _getRect;
|
|
|
|
private bool _isEnd;
|
|
|
|
private float _timer;
|
|
|
|
public Vector2 Value { get; set; }
|
|
|
|
public FinishCallBack OnFinishCallBack { get; set; }
|
|
|
|
public bool IsPlay { get; protected set; }
|
|
|
|
public bool IsPlayFoward { get; set; }
|
|
|
|
private void Awake()
|
|
{
|
|
_getPanel = base.gameObject.GetComponent<UIPanel>();
|
|
if (_getPanel != null)
|
|
{
|
|
_getRect = _getPanel;
|
|
}
|
|
else
|
|
{
|
|
_getWidget = base.gameObject.GetComponent<UIWidget>();
|
|
if (_getWidget == null && _getPanel == null)
|
|
{
|
|
_getWidget = base.gameObject.AddComponent<UIWidget>();
|
|
}
|
|
_getRect = _getWidget;
|
|
}
|
|
IsPlay = false;
|
|
Curve.postWrapMode = WrapMode.Once;
|
|
Curve.preWrapMode = WrapMode.Once;
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (IsPlay)
|
|
{
|
|
_timer += Time.deltaTime;
|
|
if (_timer >= DelayTime)
|
|
{
|
|
float b = (_timer - DelayTime) / (Curve.keys[Curve.length - 1].time * EndTime);
|
|
b = Mathf.Min(Curve.keys[Curve.length - 1].time, b);
|
|
float x;
|
|
float y;
|
|
if (IsPlayFoward)
|
|
{
|
|
x = _fromStart.x + (To.x - _fromStart.x) * Curve.Evaluate(b);
|
|
y = _fromStart.y + (To.y - _fromStart.y) * Curve.Evaluate(b);
|
|
}
|
|
else
|
|
{
|
|
x = From.x + (_toStart.x - From.x) * Curve.Evaluate(Curve.keys[Curve.length - 1].time - b);
|
|
y = From.y + (_toStart.y - From.y) * Curve.Evaluate(Curve.keys[Curve.length - 1].time - b);
|
|
}
|
|
Value = new Vector2(x, y);
|
|
base.gameObject.transform.localPosition = Value;
|
|
if (b >= Curve.keys[Curve.length - 1].time)
|
|
{
|
|
if (IsPlayFoward)
|
|
{
|
|
base.gameObject.transform.localPosition = To;
|
|
}
|
|
else
|
|
{
|
|
base.gameObject.transform.localPosition = From;
|
|
}
|
|
IsPlay = false;
|
|
_isEnd = true;
|
|
_getRect.gameObject.SetActive(value: false);
|
|
_getRect.gameObject.SetActive(value: true);
|
|
}
|
|
}
|
|
}
|
|
if (_isEnd)
|
|
{
|
|
if (OnFinishCallBack != null)
|
|
{
|
|
OnFinishCallBack(this);
|
|
}
|
|
_isEnd = false;
|
|
}
|
|
}
|
|
|
|
public void PlayForward(bool resetFlag = false)
|
|
{
|
|
IsPlayFoward = true;
|
|
if (resetFlag)
|
|
{
|
|
_fromStart = From;
|
|
}
|
|
else
|
|
{
|
|
_fromStart = new Vector2(base.transform.localPosition.x, base.transform.localPosition.y);
|
|
}
|
|
if (base.gameObject.transform.localPosition.x != To.x || base.gameObject.transform.localPosition.y != To.y || resetFlag)
|
|
{
|
|
IsPlay = true;
|
|
_timer = 0f;
|
|
Update();
|
|
}
|
|
else
|
|
{
|
|
_isEnd = true;
|
|
}
|
|
}
|
|
}
|