示例#1
0
        public async Task Start(SMHandoff smh, IUIManager?ui, IReadOnlyList <Enemy> subbosses)
        {
            var bgo        = DependencyInjection.MaybeFind <IBackgroundOrchestrator>();
            var photoBoard = DependencyInjection.MaybeFind <IAyaPhotoBoard>();

            PreparePhase(ui, smh, out Task cutins, bgo, photoBoard);
            var lenienceToken = props.Lenient ?
                                GameManagement.Instance.Lenience.CreateToken1(MultiOp.Priority.CLEAR_PHASE) :
                                null;

            if (props.rootMove != null)
            {
                await props.rootMove.Start(smh);
            }
            await cutins;

            smh.ThrowIfCancelled();
            if (props.phaseType?.IsPattern() == true)
            {
                ETime.Timer.PhaseTimer.Restart();
            }
            var joint_smh = smh.CreateJointCancellee(out var pcTS);

            PrepareTimeout(ui, subbosses, joint_smh, pcTS);
            //The start snapshot is taken after the root movement,
            // so meter can be used during the 1+2 seconds between cards
            var start_campaign = new CampaignSnapshot(GameManagement.Instance);

            if (props.phaseType != null)
            {
                DependencyInjection.MaybeFind <IChallengeManager>()?.SetupBossPhase(joint_smh);
            }
            try {
                await base.Start(joint_smh);

                await WaitingUtils.WaitForUnchecked(joint_smh.Exec, joint_smh.cT, 0f,
                                                    true); //Wait for synchronization before returning to parent

                joint_smh.ThrowIfCancelled();
            } catch (OperationCanceledException) {
                if (smh.Exec.PhaseShifter == pcTS)
                {
                    smh.Exec.PhaseShifter = null;
                }
                //This is critical to avoid boss destruction during the two-frame phase buffer
                if (smh.Exec.isEnemy)
                {
                    smh.Exec.Enemy.SetVulnerable(Vulnerability.NO_DAMAGE);
                }
                lenienceToken?.TryRevoke();
                if (props.Cleanup)
                {
                    GameManagement.ClearPhaseAutocull(props.SoftcullProps(smh.Exec));
                }
                if (smh.Exec.AllowFinishCalls)
                {
                    //TODO why does this use parentCT?
                    finishPhase?.Trigger(smh.Exec, smh.GCX, smh.parentCT);
                    await OnFinish(smh, pcTS, start_campaign, bgo, photoBoard);
                }
                if (smh.Cancelled)
                {
                    throw;
                }
                if (props.phaseType != null)
                {
                    Log.Unity($"Cleared {props.phaseType.Value} phase: {props.cardTitle?.ValueOrEn ?? ""}");
                }
                if (endPhase != null)
                {
                    await endPhase.Start(smh);
                }
            }
        }