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/SingleSkill_attach_skill.cs
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SVSim.BattleEngine/Engine/SingleSkill_attach_skill.cs
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using System.Collections.Generic;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SingleSkill_attach_skill : Skill_attach_skill
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{
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public SingleSkill_attach_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 bool GiveSkill(List<BattleCardBase> targets, SkillCreator.SkillBuildInfo buildInfo, CallParameter parameter, long banNum, int voiceIndex, bool isAttachEvolveSkill, ref ParallelVfxPlayer parallelVfx, ref SequentialVfxPlayer iconVfx)
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{
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bool result = base.GiveSkill(targets, buildInfo, parameter, banNum, voiceIndex, isAttachEvolveSkill, ref parallelVfx, ref iconVfx);
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if (!AIBattleInfoReceiver.CheckCreatedValidEnemyAI() || targets == null)
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{
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return result;
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}
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AIBattleInfoReceiver instance = AIBattleInfoReceiver.GetInstance();
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if (instance == null)
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{
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AIBattleInfoReceiver.ShowNotFoundInstanceLog();
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return result;
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}
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for (int i = 0; i < targets.Count; i++)
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{
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BattleCardBase target = targets[i];
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instance.ReceiveAttachedSkillInfo(base.SkillPrm.ownerCard, target);
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}
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return result;
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}
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}
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