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.
This commit is contained in:
27
SVSim.BattleEngine/Engine/ReplayOperationCollection.cs
Normal file
27
SVSim.BattleEngine/Engine/ReplayOperationCollection.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
public class ReplayOperationCollection : WatchOperationCollection
|
||||
{
|
||||
public ReplayOperationCollection(NetworkReplayBattleMgr replayBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
|
||||
: base(replayBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SelectObjectOperation()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void CheckStateAndCancel(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction, bool isPlayer)
|
||||
{
|
||||
if (isPlayer)
|
||||
{
|
||||
base.CheckStateAndCancel(networkPlayCardAction, networkInPlayAction, isPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
public override void TurnEndReady()
|
||||
{
|
||||
}
|
||||
|
||||
public override void SlideObject()
|
||||
{
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user