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.Collections.Generic;
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using System.Linq;
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public class SkillLimitUpperCountFromNewestFilter : ISkillSelectFilter
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{
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private int _limitCount;
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public SkillLimitUpperCountFromNewestFilter(int limitCount)
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{
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_limitCount = limitCount;
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}
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public int CalcCount(SkillOptionValue option)
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{
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return -1;
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}
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public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
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{
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IEnumerable<BattleCardBase> enumerable = cards.Except(checkerOption.SkillDrewCards.Cast<BattleCardBase>());
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if (enumerable.Count() < _limitCount)
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{
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return enumerable;
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}
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return enumerable.Skip(enumerable.Count() - _limitCount);
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}
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}
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