Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Player.ClassCharacter/HighRankSpineClassCharacter.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

448 lines
19 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Cute;
using Spine;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.ClassCharacter;
public abstract class HighRankSpineClassCharacter : ClassCharacterBase
{
public const string EFFECT_FILE_PATH = "Jpn/Effect/Effects/";
protected readonly float ScreenWidthFraction = 0.5f;
protected readonly float ScreenHeightFraction = 0.05f;
public SpineObject _backSpineObject;
public SpineObject _frontSpineObject;
private ClassCharaPrm.MotionType _currentMotion = ClassCharaPrm.MotionType.idle;
public List<HighRankEffectInfo> EvolveEffects = new List<HighRankEffectInfo>();
public bool IsEvolveSkin { get; private set; }
protected override Vector3 MessagePosition => UIManager.GetInstance().getCamera().ScreenToWorldPoint(new Vector3((float)Screen.width * ScreenWidthFraction, (float)Screen.height * ScreenHeightFraction, 0f));
public HighRankSpineClassCharacter()
{
}
public static Vector3 BoneWorldToGlobalPosConsiderRotate(Bone _bone, Transform _position, Vector3 _lossyScale)
{
return _position.position + Quaternion.Euler(_position.eulerAngles) * (Vector3.Scale(new Vector3(_bone.WorldX, _bone.WorldY, 0f), _lossyScale) - Vector3.Scale(_position.localPosition, _position.lossyScale));
}
public IEnumerator TrackTarget(bool isFront, GameObject effect, Vector3 absolutePosition, bool _followX = true, bool _followY = true, Bone bone = null, bool trackRotation = false, Transform traskScale = null, float _coefficient = 1f)
{
GameObject spine = (isFront ? _frontSpineObject._spineObject : _backSpineObject._spineObject);
Transform transform = effect.transform;
Vector3 baseLocalScale = transform.localScale;
while (this != null && !(spine == null) && !(transform == null))
{
if (_followX && _followY)
{
transform.position = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale);
}
else if (!_followX)
{
Vector3 position = transform.position;
position.y = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale).y;
transform.position = position;
}
else if (!_followY)
{
Vector3 position2 = transform.position;
position2.x = BoneWorldToGlobalPosConsiderRotate(bone, spine.transform, spine.transform.lossyScale).x;
transform.position = position2;
}
if (trackRotation && bone != null)
{
float num = (((bone.Skeleton.ScaleX < 0f) ^ (bone.Skeleton.ScaleY < 0f) ^ (spine.transform.localScale.x < 0f)) ? (-1f) : 1f);
Vector3 eulerAngles = transform.localRotation.eulerAngles;
transform.localRotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, bone.WorldRotationX * num);
}
if (traskScale != null)
{
transform.localScale = Vector3.Scale(baseLocalScale * _coefficient, traskScale.localScale);
}
yield return null;
}
}
public static bool IsEvolveMotion(ClassCharaPrm.MotionType motionType)
{
if (motionType == ClassCharaPrm.MotionType.extra || (uint)(motionType - 15) <= 2u)
{
return true;
}
return false;
}
public static bool IsOpponentEvolveMotion(ClassCharaPrm.MotionType motionType)
{
if ((uint)(motionType - 18) <= 2u)
{
return true;
}
return false;
}
public override void PlayMotion(ClassCharaPrm.MotionType motionType)
{
if ((BattleManagerBase.GetIns() != null && BattleManagerBase.GetIns().IsRecovery) || (_frontSpineObject._animator == null && _backSpineObject._animator == null))
{
return;
}
if (!_isAnimation)
{
if (!IsEvolveSkin)
{
return;
}
bool num = IsEvolveMotion(motionType);
bool flag = IsOpponentEvolveMotion(motionType);
if (num || flag)
{
_currentMotion = motionType;
if (_frontSpineObject._animator != null)
{
Animator animator = _frontSpineObject._animator;
animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
}
if (_backSpineObject._animator != null)
{
Animator animator2 = _backSpineObject._animator;
animator2.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, animator2.GetCurrentAnimatorStateInfo(0).normalizedTime);
}
}
else if (motionType == ClassCharaPrm.MotionType.z_idle && _currentMotion != motionType)
{
_currentMotion = motionType;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, 0f);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(ClassCharaPrm.MotionType.z_idle.ToString(), 0, 0f);
}
}
return;
}
_currentMotion = motionType;
bool isEvolve = IsEvolveMotion(motionType);
if (_frontSpineObject._animator != null && !isEvolve)
{
_frontSpineObject._animator.SetTrigger(motionType.ToString());
}
if (_backSpineObject._animator != null && !isEvolve)
{
_backSpineObject._animator.SetTrigger(motionType.ToString());
}
BattleCoroutine.GetInstance().StartCoroutine(WaitMotionEnd());
if (isEvolve)
{
float normalizedTime = 1f / _frontSpineObject._animator.GetCurrentAnimatorClipInfo(0)[0].clip.frameRate;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(motionType.ToString(), 0, normalizedTime);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(motionType.ToString(), 0, normalizedTime);
}
}
if (BattleManagerBase.GetIns() == null)
{
new BattleResourceMgr();
}
else
{
_ = BattleManagerBase.GetIns().BattleResourceMgr;
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
Transform effectTransform = ((_frontSpineObject._spineObject != null) ? _frontSpineObject._spineObject.transform : _backSpineObject._spineObject.transform);
foreach (HighRankEffectInfo effect in EvolveEffects)
{
if (!effect.IsEffectMotion(motionType) || !(effect.Prefab != ""))
{
continue;
}
Object original = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(effect.Prefab, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true));
EffectBattle effObject = (Object.Instantiate(original) as GameObject).AddComponent<EffectBattle>();
effObject.gameObject.SetActive(value: false);
if (!isEvolve)
{
effObject.transform.SetParent(_frontSpineObject._skeletonMecanim.transform);
}
SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
if (BattleManagerBase.GetIns() != null)
{
if (Global.PreLoadSkinId.Contains(GetSkinId()) && this is PlayerHighRankSpineClassCharacter)
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetEffectMgr().SetOnlyUIParticleShader(effObject.gameObject);
}));
}
else
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(effObject.gameObject, delegate
{
}, isBattle: true);
}));
}
}
if (effect.Delay > 0)
{
sequentialVfxPlayer2.Register(WaitVfx.Create((float)effect.Delay / 30f));
}
sequentialVfxPlayer2.Register(new DelaySetupVfx(() => new SkinEffectVfx(() => effObject, effectTransform, effect.Layer, isEvolve)));
if (effect.TargetBoneName != "")
{
sequentialVfxPlayer2.Register(InstantVfx.Create(delegate
{
BattleCoroutine.GetInstance().StartCoroutine(TrackTarget(isFront: true, effObject.gameObject, Vector3.zero, _followX: true, _followY: true, _frontSpineObject._skeletonMecanim.Skeleton.FindBone(effect.TargetBoneName)));
}));
}
parallelVfxPlayer.Register(sequentialVfxPlayer2);
}
sequentialVfxPlayer.Register(parallelVfxPlayer);
if (BattleManagerBase.GetIns() != null)
{
BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(sequentialVfxPlayer);
}
}
public override void ResetMotion()
{
_currentMotion = ClassCharaPrm.MotionType.idle;
if (_frontSpineObject._animator != null)
{
_frontSpineObject._animator.Play(ClassCharaPrm.MotionType.idle.ToString(), 0, 0f);
}
if (_backSpineObject._animator != null)
{
_backSpineObject._animator.Play(ClassCharaPrm.MotionType.idle.ToString(), 0, 0f);
}
}
public override ClassCharaPrm.MotionType GetMotion()
{
return _currentMotion;
}
private void Load()
{
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
ClassCharacterMasterData charaPrmByCharaId = dataMgr.GetCharaPrmByCharaId(GetCharaId());
bool isPlayer = this is PlayerHighRankSpineClassCharacter;
IsEvolveSkin = dataMgr.IsEvolveSkin(isPlayer);
GameObject gobj = new ClassCardCreator(Toolbox.ResourcesManager.LoadObject<GameObject>(Toolbox.ResourcesManager.GetAssetTypePath(charaPrmByCharaId.path, ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true))).LoadRootObject();
int skinId = GetSkinId();
GameObject gameObject = NGUITools.AddChild(BattleManagerBase.GetIns().Battle3DContainer);
gameObject.name = "ClassCharacterRoot";
GameObject gameObject2 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, gameObject);
SetUpAnchor(gameObject);
AttachOtherUI(gameObject);
GameObject gameObject3 = gameObject2.transform.Find("ClassObj").gameObject;
GameObject gameObject4 = gameObject2.transform.Find("Collider").gameObject;
base.GameObject = gameObject2;
base.GameObject.tag = GetTagName();
base.GameObject.transform.localPosition = GetPosition();
_initPosition = base.GameObject.transform.position;
gameObject3.transform.localScale = Global.CLASS_BATTLE_SCALE;
gameObject3.tag = GetTagName();
gameObject4.tag = GetTagName();
Transform transform = gameObject3.transform.Find("Class");
transform.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_" + skinId + "_Base", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(transform.gameObject, 15);
Transform child = transform.transform.GetChild(0);
child.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_" + skinId + "_Outside", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
MotionUtils.SetLayerAll(child.gameObject, 10);
CardTemplate cardTemplate = gameObject2.AddComponent<CardTemplate>();
cardTemplate.CardWrapObjTemp = gameObject3;
cardTemplate.Collider = gameObject4.GetComponent<BoxCollider>();
Transform transform2 = transform.transform;
transform2.localRotation = ConvertBackPanelRotation(transform2.localRotation);
GameObject gameObject5 = gameObject3.transform.Find("Shield").gameObject;
gameObject5.GetComponent<MeshFilter>().sharedMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMesh, isfetch: true));
gameObject5.GetComponent<MeshRenderer>().sharedMaterial = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
gameObject5.GetComponent<MeshRenderer>().sharedMaterial.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_Shield", ResourcesManager.AssetLoadPathType.ClassCharaTexture, isfetch: true));
gameObject5.transform.localPosition = GetShieldPosition();
gameObject5.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
GameMgr.GetIns().GetEffectMgr().SetParticleShader(gameObject5);
MeshRenderer component = transform.GetComponent<MeshRenderer>();
MeshRenderer component2 = child.GetComponent<MeshRenderer>();
Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("mt_Encampment_" + skinId + "_Frame", ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true)) as Material;
if (material != null)
{
material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath("tx_Encampment_" + skinId + "_Frame", ResourcesManager.AssetLoadPathType.ClassCharaFrameTexture, isfetch: true));
}
Material material2 = Toolbox.ResourcesManager.LoadObject<Material>(Toolbox.ResourcesManager.GetAssetTypePath(GetTextureName(), ResourcesManager.AssetLoadPathType.ClassCharaMaterial, isfetch: true));
material2.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(((int)charaPrmByCharaId.ClassColorId).ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaEncampment, isfetch: true));
CardCreatorBase.SetupClassMaterialToCenterCharacterMesh(component, component2, material2, material);
gameObject5.SetActive(value: true);
SBattleLoad sBattleLoad = BattleManagerBase.GetIns().SBattleLoad;
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);
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject6, null, isBattle: true, isField: true);
gameObject6.transform.parent = gameObject3.transform;
gameObject6.transform.localPosition = new Vector3(0f, 0.1f, 0.15f);
gameObject6.transform.localRotation = GetMaskImageRotation();
gameObject6.transform.localScale = new Vector3(6.4f, 6.4f, 20.48f);
gameObject6.SetActive(value: false);
cardTemplate.FrameEffectNormal = gameObject6;
GameObject gameObject7 = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(sBattleLoad.LifePoolIcon, BattleManagerBase.GetIns().Battle3DContainer);
gameObject7.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
gameObject7.transform.parent = gameObject5.transform;
gameObject7.transform.localPosition = GetLifeIconPosition();
gameObject3.transform.localScale = new Vector3(80f, 80f, 25f);
gameObject4.transform.localScale = new Vector3(80f, 80f, 25f);
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
(cardTemplate.LifeLabelTemp = gameObject7.transform.Find("LifeLabel").GetComponent<UILabel>()).text = cardParameterFromId.Life.ToString();
_frontSpineObject = new SpineObject();
_frontSpineObject.LoadAndSet(skinId.ToString(), this, gameObject3.transform);
_backSpineObject = new SpineObject();
_backSpineObject.LoadAndSet(skinId.ToString(), this, gameObject3.transform, isBack: true);
string key = "class_" + skinId;
if (Data.Master.HighRankEffect.ContainsKey(key))
{
EvolveEffects = Data.Master.HighRankEffect[key];
}
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EmotionMessage");
_emotionLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EmotionMessage"));
_emotionLabel.transform.Find("Scale").GetComponent<UIPanel>().depth = GetEmoteLabelDepth();
_emotionLabel.SetActive(value: false);
GameMgr.GetIns().GetPrefabMgr().Load("UI/Battle/EnvironmentMessage");
_enviromentLabel = NGUITools.AddChild(BattleManagerBase.GetIns().BtlUIContainer, GameMgr.GetIns().GetPrefabMgr().Get("UI/Battle/EnvironmentMessage"));
_enviromentLabel.SetActive(value: false);
base.GameObject.SetActive(value: false);
}
public override VfxBase CreateLoadResouceVfx()
{
return InstantVfx.Create(delegate
{
Load();
});
}
public override void ClearResourceObject()
{
if (_frontSpineObject != null)
{
_frontSpineObject.Clear();
}
if (_backSpineObject != null)
{
_backSpineObject.Clear();
}
}
protected override IEnumerator WaitReturnFrame()
{
BattleCoroutine.GetInstance().StartCoroutine(_backSpineObject.WaitReturnFrame(GetSpinePosition(), isHighRank: true));
yield return _frontSpineObject.WaitReturnFrame(GetSpinePosition(), isHighRank: true);
}
public override void OutFrame()
{
if (_isAnimation)
{
_frontSpineObject.OutFrame(isHighRank: true);
_backSpineObject.OutFrame(isHighRank: true);
}
}
public override void SetTrigger(string str)
{
_frontSpineObject._animator.SetTrigger(str);
_backSpineObject._animator.SetTrigger(str);
}
public override IEnumerator WaitChangeFace(ClassCharaPrm.FaceType faceType)
{
yield return null;
string faceStr = faceType.ToString();
_frontSpineObject.WaitChangeFace(faceStr);
_backSpineObject.WaitChangeFace(faceStr);
}
public override void SetAnimationEnable(bool enable)
{
bool isAnimation = _isAnimation;
_isAnimation = enable;
BattleManagerBase ins = BattleManagerBase.GetIns();
bool isPlayer = this is PlayerHighRankSpineClassCharacter;
bool isEvolved = false;
if (ins != null)
{
isEvolved = ins.GetBattlePlayer(isPlayer).IsSkinEvolved;
}
_frontSpineObject.SetAnimationEnable(_isAnimation, isAnimation, IsEvolveSkin, isEvolved);
_backSpineObject.SetAnimationEnable(_isAnimation, isAnimation, IsEvolveSkin, isEvolved);
}
public override bool IsAnimationEnable()
{
return _isAnimation;
}
public override IEnumerator WaitMotionEnd()
{
yield return null;
float num = 0f;
if (_frontSpineObject._animator != null)
{
num = ((!GetCurrentClipIsName(ClassCharaPrm.MotionType.idle)) ? _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length : (_frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length * 0.5f));
}
num -= Time.deltaTime * 2f;
yield return new WaitForSeconds(num);
ChangeFace(ClassCharaPrm.FaceType.skin_01);
}
public override void ChangeFace(ClassCharaPrm.FaceType faceType)
{
if (BattleManagerBase.GetIns() != null && !BattleManagerBase.GetIns().IsRecovery && _isAnimation && !(_frontSpineObject._skeletonMecanim == null))
{
BattleCoroutine.GetInstance().StartCoroutine(WaitChangeFace(faceType));
}
}
public override float GetCurrentClipTime()
{
if (_frontSpineObject._animator == null)
{
return 0f;
}
return _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).length;
}
public override bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
{
if (_frontSpineObject._animator == null)
{
return false;
}
return _frontSpineObject._animator.GetCurrentAnimatorStateInfo(0).IsName(motionType.ToString());
}
public override bool IsNoEvolveShift()
{
return false;
}
public override bool IsOpponentReverse()
{
return false;
}
}