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/SkillPreprocessAnyCondition.cs
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SVSim.BattleEngine/Engine/SkillPreprocessAnyCondition.cs
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using System.Collections.Generic;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessAnyCondition : SkillPreprocessBase
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{
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private List<SkillPreprocessBase> _preprocessList = new List<SkillPreprocessBase>();
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public SkillPreprocessAnyCondition(List<SkillPreprocessBase> list)
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{
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_preprocessList = list;
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}
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public SkillPreprocessBase GetRightPreprocess(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option)
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{
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foreach (SkillPreprocessBase preprocess in _preprocessList)
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{
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if (preprocess.IsRight(playerInfoPair, option))
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{
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return preprocess;
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}
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}
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return null;
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return GetRightPreprocess(playerInfoPair, option) != null;
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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SkillPreprocessBase rightPreprocess = GetRightPreprocess(playerPair, checkerOption);
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if (rightPreprocess != null)
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{
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return rightPreprocess.Start(playerPair, skill, skillProcessor, optionValue, checkerOption);
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}
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return NullVfx.GetInstance();
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}
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}
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