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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31
SVSim.BattleEngine/Engine/SkillCemeteryFilter.cs
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31
SVSim.BattleEngine/Engine/SkillCemeteryFilter.cs
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using System;
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using System.Linq;
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using Wizard;
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public class SkillCemeteryFilter : ISkillConditionChecker
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{
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private int m_count;
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private Func<int, int, bool> m_compareFunc;
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public SkillCemeteryFilter(int count, string op)
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{
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m_count = count;
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m_compareFunc = SkillCompareFuncCreator.Create(op);
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}
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public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return CheckCemetery(playerInfoPair.ReadOnlySelf.SkillInfoCemeterys.Count());
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}
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public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return IsRight(playerInfoPair, option);
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}
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public bool CheckCemetery(int cemeteryNum)
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{
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return m_compareFunc(cemeteryNum, m_count);
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}
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}
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