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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46
SVSim.BattleEngine/Engine/SkillConditionPP.cs
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46
SVSim.BattleEngine/Engine/SkillConditionPP.cs
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using System;
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using Wizard;
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public class SkillConditionPP : ISkillConditionChecker
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{
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private BattleCardBase _ownerCard;
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private int _ppBorder;
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private Func<int, int, bool> _compareFunc;
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public int PpBorder => _ppBorder;
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public string Operator { get; private set; }
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public SkillConditionPP(BattleCardBase ownerCard, int ppBorder, string op)
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{
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_ownerCard = ownerCard;
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_ppBorder = ppBorder;
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_compareFunc = SkillCompareFuncCreator.Create(op);
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Operator = 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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int arg = playerInfoPair.ReadOnlySelf.Pp + GetCardCost();
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bool flag = _compareFunc(arg, _ppBorder);
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return option.IsSkipPpCheck || flag;
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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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int pp = playerInfoPair.ReadOnlySelf.Pp;
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bool flag = _compareFunc(pp, _ppBorder);
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return option.IsSkipPpCheck || flag;
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}
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private int GetCardCost()
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{
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if (_ownerCard.PlayedCost < 0)
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{
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return _ownerCard.Cost;
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}
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return _ownerCard.PlayedCost;
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}
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}
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