Files
SVSimServer/SVSim.BattleEngine/Engine/UITweenPosition.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
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>
2026-07-03 19:18:54 -04:00

134 lines
2.8 KiB
C#

using UnityEngine;
public class UITweenPosition : MonoBehaviour
{
public delegate void FinishCallBack(UITweenPosition in_FadeObject);
[SerializeField]
public AnimationCurve Curve;
public Vector2 From;
public Vector2 To;
private Vector2 _fromStart;
private Vector2 _toStart;
public float DelayTime;
public float EndTime;
private UIPanel _getPanel;
private UIWidget _getWidget;
private UIRect _getRect;
private bool _isEnd;
private float _timer;
public Vector2 Value { get; set; }
public FinishCallBack OnFinishCallBack { get; set; }
public bool IsPlay { get; protected set; }
public bool IsPlayFoward { get; set; }
private void Awake()
{
_getPanel = base.gameObject.GetComponent<UIPanel>();
if (_getPanel != null)
{
_getRect = _getPanel;
}
else
{
_getWidget = base.gameObject.GetComponent<UIWidget>();
if (_getWidget == null && _getPanel == null)
{
_getWidget = base.gameObject.AddComponent<UIWidget>();
}
_getRect = _getWidget;
}
IsPlay = false;
Curve.postWrapMode = WrapMode.Once;
Curve.preWrapMode = WrapMode.Once;
}
private void Update()
{
if (IsPlay)
{
_timer += Time.deltaTime;
if (_timer >= DelayTime)
{
float b = (_timer - DelayTime) / (Curve.keys[Curve.length - 1].time * EndTime);
b = Mathf.Min(Curve.keys[Curve.length - 1].time, b);
float x;
float y;
if (IsPlayFoward)
{
x = _fromStart.x + (To.x - _fromStart.x) * Curve.Evaluate(b);
y = _fromStart.y + (To.y - _fromStart.y) * Curve.Evaluate(b);
}
else
{
x = From.x + (_toStart.x - From.x) * Curve.Evaluate(Curve.keys[Curve.length - 1].time - b);
y = From.y + (_toStart.y - From.y) * Curve.Evaluate(Curve.keys[Curve.length - 1].time - b);
}
Value = new Vector2(x, y);
base.gameObject.transform.localPosition = Value;
if (b >= Curve.keys[Curve.length - 1].time)
{
if (IsPlayFoward)
{
base.gameObject.transform.localPosition = To;
}
else
{
base.gameObject.transform.localPosition = From;
}
IsPlay = false;
_isEnd = true;
_getRect.gameObject.SetActive(value: false);
_getRect.gameObject.SetActive(value: true);
}
}
}
if (_isEnd)
{
if (OnFinishCallBack != null)
{
OnFinishCallBack(this);
}
_isEnd = false;
}
}
public void PlayForward(bool resetFlag = false)
{
IsPlayFoward = true;
if (resetFlag)
{
_fromStart = From;
}
else
{
_fromStart = new Vector2(base.transform.localPosition.x, base.transform.localPosition.y);
}
if (base.gameObject.transform.localPosition.x != To.x || base.gameObject.transform.localPosition.y != To.y || resetFlag)
{
IsPlay = true;
_timer = 0f;
Update();
}
else
{
_isEnd = true;
}
}
}