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/NetworkSkill_force_wrath.cs
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SVSim.BattleEngine/Engine/NetworkSkill_force_wrath.cs
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public class NetworkSkill_force_wrath : Skill_force_wrath
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{
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public NetworkSkill_force_wrath(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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ClassBattleCardBase classData = skillPrm.selfBattlePlayer.Class as ClassBattleCardBase;
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classData.OnForceWrathChange += delegate(BattlePlayerBase player, int forceWrathPoint)
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{
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if (skillPrm.selfBattlePlayer.BattleMgr is NetworkStandardBattleMgr)
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{
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NetworkStandardBattleMgr networkStandardBattleMgr = (NetworkStandardBattleMgr)skillPrm.selfBattlePlayer.BattleMgr;
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if (networkStandardBattleMgr != null)
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{
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int num = ((!classData.IsPlayer) ? 1 : 0);
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networkStandardBattleMgr.beforeWrathCount[num] = forceWrathPoint;
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}
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}
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};
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}
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}
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