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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29
SVSim.BattleEngine/Engine/SkillConditionTrigger.cs
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29
SVSim.BattleEngine/Engine/SkillConditionTrigger.cs
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using System.Linq;
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using Wizard;
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public class SkillConditionTrigger : ISkillConditionChecker
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{
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private BattleCardBase ownerCard;
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public bool judgeFlg { get; private set; }
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public SkillConditionTrigger(BattleCardBase ownerCard, string flg)
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{
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judgeFlg = flg == "true";
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this.ownerCard = ownerCard;
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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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if (ownerCard.Skills.Where((SkillBase s) => s is Skill_trigger).Count() <= 0)
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{
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return false;
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}
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return ownerCard.SkillApplyInformation.IsTrigger == judgeFlg;
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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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}
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