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_invoke_skill.cs
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38
SVSim.BattleEngine/Engine/NetworkSkill_invoke_skill.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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internal class NetworkSkill_invoke_skill : Skill_invoke_skill
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{
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public NetworkSkill_invoke_skill(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 parameter)
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{
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if (GameMgr.GetIns().IsUseUnapprovedList(base.SkillPrm.ownerCard.IsPlayer))
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{
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string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
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NetworkBattleManagerBase obj = base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr as NetworkBattleManagerBase;
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List<CardDataModel> skillConditionCheckList = obj.networkBattleData.GetReceiveData().SkillConditionCheckList;
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List<CardDataModel> unapprovedList = obj.networkBattleData.GetReceiveData().unapprovedList;
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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List<SkillBase> list = ((!(invokeType == SkillTiming.when_play.ToString())) ? targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList() : targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList());
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foreach (SkillBase skill in list)
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{
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if (skillConditionCheckList.Any((CardDataModel c) => skill.PublishedActiveSkillCount == c.publishedActiveSkillCount && c.IsInvoked))
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{
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skill.SetInvoked(flag: true);
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}
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else if (unapprovedList.Any((CardDataModel c) => skill.PublishedActiveSkillCount == c.publishedActiveSkillCount && c.IsInvoked))
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{
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skill.SetInvoked(flag: true);
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}
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}
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}
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}
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return base.Start(parameter);
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}
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}
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