feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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SVSim.BattleEngine/Engine/AddDamageInfo.cs
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SVSim.BattleEngine/Engine/AddDamageInfo.cs
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using System;
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using System.Collections.Generic;
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public class AddDamageInfo : DamageModifier
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{
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public int AddDamage { get; protected set; }
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public AddDamageInfo(int addDamage, string damageType, CardBasePrm.ClanType damageClan, bool isUseClass, int order)
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{
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AddDamage = addDamage;
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base.DamageType = new List<string>();
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base.DamageType.AddRange(damageType.Split(new string[1] { "_and_" }, StringSplitOptions.None));
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base.DamageClan = new List<CardBasePrm.ClanType> { damageClan };
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base.IsUseClass = isUseClass;
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base.OrderCount = order;
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}
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public override int Calc(int damage)
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{
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return damage + AddDamage;
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}
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}
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