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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34
SVSim.BattleEngine/Engine/NetworkSkill_damage.cs
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34
SVSim.BattleEngine/Engine/NetworkSkill_damage.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.View.Vfx;
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public class NetworkSkill_damage : Skill_damage
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{
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private List<BattleCardBase> TargetList;
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private List<BattleCardBase.DamageResult> DamageList;
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public NetworkSkill_damage(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter callParameter)
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{
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TargetList = new List<BattleCardBase>();
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DamageList = new List<BattleCardBase.DamageResult>();
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List<BattleCardBase> effectTargets = callParameter.targetCards.Where((BattleCardBase t) => !t.IsDead).ToList();
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnSkillDamageStart(base.SkillPrm.ownerCard);
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VfxWithLoading result = base.Start(callParameter);
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base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, "_OPT_NULL_");
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnDamage(TargetList, effectTargets, DamageList);
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return result;
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}
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public override void RegisterDamageTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> target, int defDamage, BattleCardBase.DamageResult damageResult)
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{
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TargetList.Add(target.FirstOrDefault());
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DamageList.Add(damageResult);
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base.RegisterDamageTriggerSkill(skillProcessor, target, defDamage, damageResult);
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}
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}
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