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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SVSim.BattleEngine/Engine/SkillParameterRandomArrayFilter.cs
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18
SVSim.BattleEngine/Engine/SkillParameterRandomArrayFilter.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillParameterRandomArrayFilter : ISkillParameterSelectFilter
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{
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protected readonly int index;
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public SkillParameterRandomArrayFilter(string option)
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{
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int.TryParse(option, out index);
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}
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public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
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{
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return cardInfos.Select((IReadOnlyBattleCardInfo c) => (c.SkillApplyInformation.SkillRandomArray == null || c.SkillApplyInformation.SkillRandomArray.Length <= index) ? (-1) : c.SkillApplyInformation.SkillRandomArray[index]);
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}
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}
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