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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66
SVSim.BattleEngine/Engine/SkillPreprocessConditionCheck.cs
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66
SVSim.BattleEngine/Engine/SkillPreprocessConditionCheck.cs
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessConditionCheck : SkillPreprocessBase
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{
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protected readonly ConditionSkillFilterCollection _filter;
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protected readonly SkillBase _skill;
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public string ConditionText { get; private set; }
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public SkillPreprocessConditionCheck(SkillBase skill, string conditionString)
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{
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_skill = skill;
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_filter = new ConditionSkillFilterCollection();
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ConditionText = conditionString;
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if (conditionString.First() != '(' || conditionString.Last() != ')')
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{
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return;
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}
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conditionString = conditionString.Substring(1, conditionString.Length - 2);
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string[] array = conditionString.Split('&');
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for (int i = 0; i < array.Length; i++)
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{
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if (array[i].First() == '{')
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{
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_filter.VariableCompareFilter.Add(new SkillVariableComareFilter(array[i]));
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}
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}
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}
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public bool Contains(string text)
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{
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return _filter.VariableCompareFilter.Any((SkillVariableComareFilter x) => x.Text.Contains(text));
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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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if (PreexecutionCheck)
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{
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SkillCollectionBase.SetupOptionValue(_skill.OptionValue, playerInfoPair, _skill.SkillPrm.ownerCard, _skill, option);
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return _filter.VariableCompareFilter.All((SkillVariableComareFilter s) => s.Filtering(_skill.OptionValue));
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}
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return true;
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false, bool isRegidentStop = false)
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{
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if (!isRegidentStop)
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{
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return IsRight(playerInfoPair, option, PreexecutionCheck);
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}
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return !IsRight(playerInfoPair, option, PreexecutionCheck);
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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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return NullVfx.GetInstance();
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}
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public ConditionSkillFilterCollection GetFilter()
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{
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return _filter;
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}
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}
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