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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using System.Linq;
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public class SkillEnvironmentalAttachedTurnFilter : ISkillEnvironmentalFilter
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{
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private string _id;
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public SkillEnvironmentalAttachedTurnFilter(string option, SkillBase skill)
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{
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string[] array = option.Split(':');
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_id = array[0];
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if (array.Count() > 1 && array[1] == SkillFilterCreator.ContentKeyword.is_individual.ToString() && skill != null)
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{
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_id += skill.IndividualId;
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}
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}
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public int Filtering(IBattlePlayerReadOnlyInfo playerInfo, SkillConditionCheckerOption option)
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{
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return playerInfo.GetAttachTurnBySkillId(_id);
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}
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public int FilteringPrePlay(IBattlePlayerReadOnlyInfo playerinfo, SkillConditionCheckerOption option)
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{
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return Filtering(playerinfo, option);
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}
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}
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