Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ClassCharacterMasterData.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

133 lines
3.4 KiB
C#

using System;
using UnityEngine;
namespace Wizard;
public class ClassCharacterMasterData
{
public const int ARISA_CHARA_ID = 1;
public const int ERIKA_CHARA_ID = 2;
public const int ISABELLE_CHARA_ID = 3;
public const int ROWEN_CHARA_ID = 4;
public const int LUNA_CHARA_ID = 5;
public const int URIAS_CHARA_ID = 6;
public const int ERIS_CHARA_ID = 7;
public const int YUWAN_CHARA_ID = 8;
public const int UTSUROI_ERIKA_CHARA_ID = 500002;
public const int LOSARIA_CHARA_ID = 500008;
public const int UTSUROI_1_CHARA_ID = 500010;
private int index;
private const int NEED_COLUMN_LENGTH = 20;
public int chara_id { get; private set; }
public string chara_name { get; private set; }
public string path { get; private set; }
public CardBasePrm.ClanType clan { get; private set; }
public int class_id { get; private set; }
public string _className { get; private set; }
public bool is_usable { get; private set; }
public int skin_id { get; private set; }
public CardBasePrm.ClanType ClassColorId { get; private set; }
public bool hide_class_name { get; private set; }
public int battle_skin_reverse { get; private set; }
public Vector2 StillPosition { get; private set; }
public float StillScale { get; private set; }
public bool IsAcquired { get; private set; }
public bool IsNew { get; private set; }
public bool IsHighRank { get; private set; }
public bool Is3d { get; private set; }
public bool IsEvolveSkin { get; private set; }
public bool IsNoEvolveShift { get; private set; }
public bool IsOpponentReverse { get; private set; }
public int EvolutionDelayFrame { get; private set; }
public ClassCharacterMasterData(string[] columns)
{
if (columns.Length < 20)
{
string text = "Given a bad argument. length : " + columns.Length + " ";
for (int i = 0; i < columns.Length; i++)
{
text = text + columns[i] + " ";
}
LocalLog.AccumulateTraceLog(text);
}
chara_id = int.Parse(columns[index++]);
chara_name = ConvClassCharaName(columns[index++]);
index++;
path = columns[index++];
clan = CardBasePrm.ToStrClanType(columns[index++]);
class_id = (int)clan;
_className = GameMgr.GetIns().GetDataMgr().GetClanNameByKey(class_id);
index++;
is_usable = Convert.ToBoolean(int.Parse(columns[index++]));
skin_id = int.Parse(columns[index++]);
int num = int.Parse(columns[index++]);
ClassColorId = (CardBasePrm.ClanType)((num == 0) ? class_id : num);
hide_class_name = Convert.ToBoolean(int.Parse(columns[index++]));
battle_skin_reverse = int.Parse(columns[index++]);
StillPosition = new Vector2(float.Parse(columns[index++]), float.Parse(columns[index++]));
StillScale = float.Parse(columns[index++]);
IsHighRank = int.Parse(columns[index++]) == 1;
Is3d = int.Parse(columns[index++]) == 1;
IsNoEvolveShift = int.Parse(columns[index++]) == 1;
IsOpponentReverse = int.Parse(columns[index++]) == 1;
EvolutionDelayFrame = int.Parse(columns[index++]);
if (columns.Length >= 20)
{
IsEvolveSkin = int.Parse(columns[index++]) == 1;
}
}
private string ConvClassCharaName(string id)
{
return Data.Master.GetClassCharaText(id);
}
public void Acquired()
{
if (!IsAcquired)
{
IsAcquired = true;
IsNew = true;
}
}
public void UnsetNew()
{
IsNew = false;
}
}