Files
SVSimServer/SVSim.BattleEngine/Engine/ClassCharaPrm.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

333 lines
6.7 KiB
C#

using System.Collections.Generic;
using Cute;
using LitJson;
using UnityEngine;
using Wizard;
public class ClassCharaPrm
{
public enum MotionType
{
idle = 1,
positive,
negative,
extra,
damage,
think,
greet,
shock,
positive_2,
negative_2,
extra_2,
extra_3,
negative_2_a,
damege_a,
extra_1_a,
extra_1_b,
extra_1_c,
extra_2_a,
extra_2_b,
extra_2_c,
z_extra_2,
z_damage,
z_greet,
z_idle,
z_negative,
z_negative_2,
z_negative_2_a,
z_positive,
z_positive_2,
z_shock,
z_think
}
public enum FaceType
{
skin_01 = 1,
skin_02,
skin_03,
skin_04,
skin_05,
skin_06,
skin_07,
skin_08,
skin_09,
skin_10
}
public enum EmotionType
{
NULL,
GREET,
THANK,
APOLOGY,
PRAISE,
SURPRISE,
CONFUSE,
WORRY,
PROVOCATION,
EXTRA1,
EXTRA2,
EXTRA3,
BATTLESTART_DIFF,
BATTLESTART_SAME,
WIN,
LOSE,
SURRENDER_LOSE,
EVOLUTION_1,
EVOLUTION_2,
EVOLUTION_3,
DAMAGE_S_1,
DAMAGE_S_2,
DAMAGE_S_3,
DAMAGE_L_1,
DAMAGE_L_2,
IDLE_1,
IDLE_2,
IDLE_3,
SELECT,
STORY_LOSE,
LEADER_SELECT,
NEGOTIATION_1,
NEGOTIATION_2,
NEGOTIATION_3,
PLAYER_TURN_START_1
}
private static readonly Dictionary<CardBasePrm.ClanType, eColorCodeId> OUTLINE_COLOR = new Dictionary<CardBasePrm.ClanType, eColorCodeId>
{
{
CardBasePrm.ClanType.MIN,
eColorCodeId.CLASS_ELF_OUTLINE
},
{
CardBasePrm.ClanType.ROYAL,
eColorCodeId.CLASS_ROYAL_OUTLINE
},
{
CardBasePrm.ClanType.WITCH,
eColorCodeId.CLASS_WITCH_OUTLINE
},
{
CardBasePrm.ClanType.DRAGON,
eColorCodeId.CLASS_DRAGON_OUTLINE
},
{
CardBasePrm.ClanType.NECRO,
eColorCodeId.CLASS_NECROMANCER_OUTLINE
},
{
CardBasePrm.ClanType.VAMPIRE,
eColorCodeId.CLASS_VANPIRE_OUTLINE
},
{
CardBasePrm.ClanType.BISHOP,
eColorCodeId.CLASS_BISHOP_OUTLINE
},
{
CardBasePrm.ClanType.NEMESIS,
eColorCodeId.CLASS_NEMESIS_OUTLINE
},
{
CardBasePrm.ClanType.SHADOW,
eColorCodeId.CLASS_SHADOW_OUTLINE
}
};
private int _defaultCharaId;
private int _currentCharaId;
private int ClassCharaLv;
private int ClassCharaExp;
private int ClassCharaBattleCount;
private int ClassCharaWin;
public ClassCharacterMasterData DefaultCharaData => GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_defaultCharaId);
public ClassCharacterMasterData CurrentCharaData
{
get
{
ClassCharacterMasterData classCharacterMasterData = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_currentCharaId);
if (classCharacterMasterData == null)
{
classCharacterMasterData = DefaultCharaData;
}
return classCharacterMasterData;
}
}
public bool IsRandomLeaderSkin { get; set; }
public List<int> LeaderSkinIdList { get; private set; } = new List<int>();
public string EmoteNameGreet { get; set; }
public string TextIdGreet { get; set; }
public string VoiceIdGreet { get; set; }
public string EmoteNameThank { get; set; }
public string TextIdThank { get; set; }
public string VoiceIdThank { get; set; }
public string EmoteNameApology { get; set; }
public string TextIdApology { get; set; }
public string VoiceIdApology { get; set; }
public string EmoteNamePraise { get; set; }
public string TextIdPraise { get; set; }
public string VoiceIdPraise { get; set; }
public string EmoteNameSurprise { get; set; }
public string TextIdSurprise { get; set; }
public string VoiceIdSurprise { get; set; }
public string EmoteNameConfuse { get; set; }
public string TextIdConfuse { get; set; }
public string VoiceIdConfuse { get; set; }
public string EmoteNameWorry { get; set; }
public string TextIdWorry { get; set; }
public string VoiceIdWorry { get; set; }
public string EmoteNameProvocation { get; set; }
public string TextIdProvocation { get; set; }
public string VoiceIdProvocation { get; set; }
public void SetDefaultCharaId(int charaId)
{
_defaultCharaId = charaId;
}
public void SetCurrentCharaId(int charaId)
{
_currentCharaId = charaId;
}
public void SetClassCharaLv(int classlv)
{
ClassCharaLv = classlv;
}
public void SetClassCharaExp(int classexp)
{
ClassCharaExp = classexp;
}
public void SetClassCharaBattleCount(int classbattlecnt)
{
ClassCharaBattleCount = classbattlecnt;
}
public void AddClassCharaBattleCount()
{
ClassCharaBattleCount++;
}
public void SetClassCharaWin(int classwin)
{
ClassCharaWin = classwin;
}
public void AddClassCharaWin()
{
ClassCharaWin++;
}
public void SetLeaderRandomSkinIdList(JsonData skinIdList)
{
LeaderSkinIdList.Clear();
for (int i = 0; i < skinIdList.Count; i++)
{
LeaderSkinIdList.Add(skinIdList[i].ToInt());
}
}
public int GetClassCharaLv()
{
return ClassCharaLv;
}
public int GetClassCharaExp()
{
return ClassCharaExp;
}
public int GetClassCharaBattleCount()
{
return ClassCharaBattleCount;
}
public int GetClassCharaWin()
{
return ClassCharaWin;
}
public static Texture GetClassIconTexture(int clan_id)
{
return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
}
public static bool IsEvolutionEmotionType(EmotionType type)
{
if ((uint)(type - 17) <= 2u)
{
return true;
}
return false;
}
public static string GetIconSpriteName(CardBasePrm.ClanType inClassId)
{
int num = (int)inClassId;
return "icon_class_color_" + num.ToString("00");
}
public static string GetLargeIconSpriteName(CardBasePrm.ClanType inClassId)
{
int num = (int)inClassId;
return "icon_class_color_large_" + num.ToString("00");
}
public static string GetNameText(CardBasePrm.ClanType inClassId)
{
return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
}
public static void SetClassLabelSetting(UILabel inLabel, CardBasePrm.ClanType inClassId)
{
inLabel.effectStyle = LabelDefine.OUTLINE_STYLE_CLASS_NAME;
inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
}
public void SetParamWithUserClassJson(JsonData classJson)
{
IsRandomLeaderSkin = classJson["is_random_leader_skin"].ToBoolean();
SetClassCharaLv(classJson["level"].ToInt());
SetClassCharaExp(classJson["exp"].ToInt());
SetCurrentCharaId(classJson["leader_skin_id"].ToInt());
SetDefaultCharaId(classJson["default_leader_skin_id"].ToInt());
SetLeaderRandomSkinIdList(classJson["leader_skin_id_list"]);
}
}