Files
SVSimServer/SVSim.BattleEngine/Engine/HandControl.cs
gamer147 c9628dee01 cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6
[trim] files edited: 55, files deleted: 0, nodes removed: 244
[type-trim] files edited: 1, types removed: 1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:18:18 -04:00

94 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Battle.View;
public abstract class HandControl
{
public enum ArrangeType
{
Fan,
Flat
}
public enum HandState
{
Unfocus,
Focus
}
public enum HandVisible
{
Invisible,
Visible
}
protected readonly GameObject _gameObject;
protected HandState _handState;
protected HandVisible _handVisible;
protected Vector3[] _cardPos;
protected Vector3[] _cardRot;
protected Vector3[] _cardScale;
protected readonly BattleCamera _battleCamera;
private HandTRSCalculatorBase _TRSCalculator;
public Transform Transform { get; private set; }
public bool IsHandStateLocked { get; private set; }
public abstract Vector3 BaseHandPos { get; }
public HandControl(GameObject gameObject, BattleCamera battleCamera)
{
_gameObject = gameObject;
Transform = _gameObject.transform;
Transform.localPosition = BaseHandPos;
_handState = HandState.Unfocus;
_handVisible = HandVisible.Invisible;
_battleCamera = battleCamera;
_cardPos = new Vector3[9];
_cardRot = new Vector3[9];
_cardScale = new Vector3[9];
_TRSCalculator = CreateHandCardTRSCalculator(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.FIXEDUSE_COST_INFO) ? ArrangeType.Flat : ArrangeType.Fan);
}
public void AttachCardView(IBattleCardView cardView)
{
if (!(cardView is NullBattleCardView))
{
cardView.Transform.parent = Transform;
cardView.GameObject.SetActive(value: false);
cardView.GameObject.SetActive(value: true);
}
}
protected abstract HandTRSCalculatorBase CreateHandCardTRSCalculator(ArrangeType type);
public abstract void RearrangeHand(float time, List<IBattleCardView> battleCardViewList, bool isNewReplayMoveTurn = false);
public void SetHandState(HandState state)
{
if (!IsHandStateLocked)
{
_handState = state;
}
}
public bool IsHandStateFocus()
{
return _handState == HandState.Focus;
}
public void SetHandPosition()
{
Transform.localPosition = BaseHandPos;
}
}