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.
81 lines
3.2 KiB
C#
81 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Nat4Field : NateField
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{
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public override int FieldId => 34;
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public Nat4Field(string bgmId = "NONE")
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: base(bgmId)
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{
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}
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protected override void BattleFieldBuild()
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{
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BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate
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{
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base.Field = GameObject.Find(_str3DFieldPath);
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base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform;
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GimicAudioList = base.Field.GetComponent<AudioList>().GimicAudioList;
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_fieldModel = base.Field.transform.Find("md_bf_nat4_root").gameObject;
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_fieldParticles = _fieldModel.transform.Find("Particles34").gameObject;
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_fieldObjDictionary.Add("lid", _fieldModel.transform.Find("md_bf_nat4_01_pipemove_lid").gameObject);
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_fieldObjDictionary.Add("big", _fieldModel.transform.Find("md_bf_nat4_01_pipemove_big").gameObject);
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m_FieldAnimatorDictionary.Add("big", _fieldObjDictionary["big"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("lid", _fieldObjDictionary["lid"].GetComponent<Animator>());
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_fieldParticleSystemDictionary.Add("gimic_1", _fieldParticles.transform.Find("gimic_1").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("shake", _fieldParticles.transform.Find("shake").GetComponent<ParticleSystem>());
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_fieldObjDictionary.Add(_fieldParticles.name, _fieldParticles);
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List<string> list = new List<string>(_fieldObjDictionary.Keys);
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List<GameObject> list2 = new List<GameObject>();
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for (int i = 0; i < _fieldObjDictionary.Count; i++)
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{
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list2.Add(_fieldObjDictionary[list[i]]);
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}
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate
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{
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base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent<SetShaderGlobalColorBG>();
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base.IsLoadDone = true;
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}, isBattle: true, isField: true);
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}));
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}
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public override void StartFieldSetEffect(Vector3 pos)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_SET_34, pos);
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}
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public override void StartFieldTapEffect(int areaId, Vector3 pos)
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{
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base.StartFieldTapEffect(areaId, pos);
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_TAP_34_1, pos);
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}
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protected override IEnumerator RunFieldGimic(GameObject obj)
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{
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string tag = obj.tag;
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if (tag != null && tag == "FieldGimic1" && _gimicCntDictionary[obj.tag] == 0)
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{
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_gimicCntDictionary[obj.tag]++;
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if (Random.Range(0, 2) == 0)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr($"se_field_{_str3DFieldNo}_gim_1", "se_field_" + _str3DFieldNo, 0f, 0L);
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m_FieldAnimatorDictionary["lid"].SetTrigger("Open");
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_fieldParticleSystemDictionary["gimic_1"].Play();
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yield return new WaitForSeconds(8f);
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}
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_gimicCntDictionary[obj.tag] = 0;
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}
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yield return new WaitForSeconds(0f);
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}
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protected override IEnumerator RunFieldShake()
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{
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m_FieldAnimatorDictionary["big"].SetTrigger("Impact");
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m_FieldAnimatorDictionary["lid"].SetTrigger("Impact");
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_fieldParticleSystemDictionary["shake"].Play();
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yield return new WaitForSeconds(0f);
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}
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}
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