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>
110 lines
2.7 KiB
C#
110 lines
2.7 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
public class UICurveLabel : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
private int _magnificationHeight;
|
|
|
|
[SerializeField]
|
|
private AnimationCurve _animationCurve;
|
|
|
|
private float _timeIntervalCharacter;
|
|
|
|
public void Init(string text)
|
|
{
|
|
if (text.Length <= 1)
|
|
{
|
|
_timeIntervalCharacter = 0f;
|
|
}
|
|
else
|
|
{
|
|
_timeIntervalCharacter = 1f / (float)(text.Length - 1);
|
|
}
|
|
}
|
|
|
|
public float GetTargetCharacterHeight(int inIndex)
|
|
{
|
|
return _animationCurve.Evaluate((float)inIndex * _timeIntervalCharacter) * (float)(-_magnificationHeight);
|
|
}
|
|
|
|
private float GetTargetCharacterAnimationCurveValue(float inTime)
|
|
{
|
|
return _animationCurve.Evaluate(inTime * _timeIntervalCharacter);
|
|
}
|
|
|
|
public Vector2[] SetTargetCharacterRotation(int inIndex, ref float v0x, ref float v0y, ref float v1x, ref float v1y)
|
|
{
|
|
Vector2 vector = default(Vector2);
|
|
Vector2 vector2 = default(Vector2);
|
|
if (inIndex == 0)
|
|
{
|
|
vector.x = 0f;
|
|
vector.y = GetTargetCharacterAnimationCurveValue(0f);
|
|
vector2.x = ((float)inIndex + 0.5f) * _timeIntervalCharacter;
|
|
vector2.y = GetTargetCharacterAnimationCurveValue((float)inIndex + 0.5f);
|
|
}
|
|
else
|
|
{
|
|
vector.x = ((float)inIndex - 0.5f) * _timeIntervalCharacter;
|
|
vector.y = GetTargetCharacterAnimationCurveValue((float)inIndex - 0.5f);
|
|
vector2.x = (float)inIndex * _timeIntervalCharacter;
|
|
vector2.y = GetTargetCharacterAnimationCurveValue(inIndex);
|
|
}
|
|
Vector2 vector3 = vector2 - vector;
|
|
float num = Mathf.Atan2(vector3.y, vector3.x);
|
|
float num2 = Mathf.Sin(num);
|
|
float num3 = Mathf.Cos(num);
|
|
Vector2 vector4 = new Vector2((v1x + v0x) / 2f, (v1y + v0y) / 2f);
|
|
Vector2[] array = new Vector2[4];
|
|
array[0].x = v0x;
|
|
array[0].y = v0y;
|
|
array[1].x = v0x;
|
|
array[1].y = v1y;
|
|
array[2].x = v1x;
|
|
array[2].y = v1y;
|
|
array[3].x = v1x;
|
|
array[3].y = v0y;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
float num4 = array[i].x - vector4.x;
|
|
float num5 = array[i].y - vector4.y;
|
|
array[i].x = num3 * num4 - num2 * num5;
|
|
array[i].y = num2 * num4 + num3 * num5;
|
|
array[i].x += vector4.x;
|
|
array[i].y += vector4.y;
|
|
}
|
|
Vector2[] array2 = new Vector2[4];
|
|
if (num < (float)Math.PI / 2f)
|
|
{
|
|
return array;
|
|
}
|
|
if (num < (float)Math.PI)
|
|
{
|
|
array2[0] = array[3];
|
|
array2[1] = array[0];
|
|
array2[2] = array[1];
|
|
array2[3] = array[2];
|
|
}
|
|
else if (num < 4.712389f)
|
|
{
|
|
array2[0] = array[2];
|
|
array2[1] = array[3];
|
|
array2[2] = array[0];
|
|
array2[3] = array[1];
|
|
}
|
|
else
|
|
{
|
|
array2[0] = array[1];
|
|
array2[1] = array[2];
|
|
array2[2] = array[3];
|
|
array2[3] = array[0];
|
|
}
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
array[j] = array2[j];
|
|
}
|
|
return array;
|
|
}
|
|
}
|