port(m1): wave 7f — VFX containers / Create factories / dropped event / ctor cascade (112->88)
- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList, VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at NullVfx.GetInstance() (it called a non-existent NullVfx.Create). - Static factories: SkillTargetSelectTouchProcessor.Create (10-arg), DialogReportToManagement.Create(long). - Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the recurring session-6 gap; generator event-capture fix still pending). - Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy their implicit base() call. - Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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SVSim.BattleEngine/Engine/Cute/ListExtensions.cs
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SVSim.BattleEngine/Engine/Cute/ListExtensions.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cute;
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public static class ListExtensions
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{
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public static void FisherYatesShuffle<T>(this List<T> listToShuffle)
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{
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for (int num = listToShuffle.Count - 1; num > 0; num--)
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{
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int index = Random.Range(0, num + 1);
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T value = listToShuffle[index];
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listToShuffle[index] = listToShuffle[num];
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listToShuffle[num] = value;
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}
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}
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}
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