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/RepeatSkillEffectVfx.cs
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SVSim.BattleEngine/Engine/RepeatSkillEffectVfx.cs
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class RepeatSkillEffectVfx : SequentialVfxPlayer
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{
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private const float WAIT_REPEAT_TIME = 1f;
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public RepeatSkillEffectVfx(IBattleCardView cardView, string repeatTiming, bool isSelf)
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{
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if (cardView != null && !(cardView.GameObject == null) && repeatTiming == "when_destroy")
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{
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Register(new LoadAndPlayEffectVfx("btl_unique_twilightqueen_2", "se_btl_unique_twilightqueen_2", cardView.Transform, 0f));
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Register(WaitVfx.Create(1f));
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BattleManagerBase.GetIns().OperateMgr.CallOnShowRepeatSkillEffect(isSelf);
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}
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}
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}
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