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.
52 lines
1.4 KiB
C#
52 lines
1.4 KiB
C#
using Cute;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Sound;
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public class LeaderSoundManager
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{
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public VfxBase CreateLoadResouceVfx(string voiceId, bool isSe = false)
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{
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if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
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{
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return NullVfx.GetInstance();
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}
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string text = (isSe ? "s/se_" : "v/vo_") + voiceId + ".acb";
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if (!Toolbox.ResourcesManager.BattleListAssetPathList.Contains(text))
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{
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return new WaitLoadResourceVfx(text);
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}
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return NullVfx.GetInstance();
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}
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public VfxBase CreatePlayVfx(string voiceId, bool forcePlay = false)
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{
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if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
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{
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return NullVfx.GetInstance();
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}
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return InstantVfx.Create(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlayVoiceByKey(voiceId, forcePlay);
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});
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}
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public VfxBase CreatePlaySeVfx(string seId)
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{
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if (BattleManagerBase.GetIns() == null || BattleManagerBase.GetIns().IsRecovery)
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{
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return NullVfx.GetInstance();
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}
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return InstantVfx.Create(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(seId, 0f, 0L);
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});
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}
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public VfxBase CreateLoadAndPlayEvolveSeVfx(string skinId, string suffiix)
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{
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string text = skinId + "_000_evo" + suffiix;
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return SequentialVfxPlayer.Create(CreateLoadResouceVfx(text, isSe: true), CreatePlaySeVfx("se_" + text));
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}
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}
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