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 Wizard;
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using Wizard.Battle;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessFixedGenericValue : SkillPreprocessBase
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{
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private readonly int _value;
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private readonly string _operator;
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private readonly IReadOnlyBattleCardInfo _card;
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public SkillPreprocessFixedGenericValue(IReadOnlyBattleCardInfo card, string operatorStr, int value)
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{
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_card = card;
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_operator = operatorStr;
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_value = value;
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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 (_card.SkillApplyInformation.SkillGenericValueArray == null)
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{
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return false;
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}
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int num = _card.SkillApplyInformation.SkillGenericValueArray[0];
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if (_operator == ">=")
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{
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return num >= _value;
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}
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if (_operator == ">")
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{
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return num > _value;
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}
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if (_operator == "<")
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{
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return num < _value;
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}
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if (_operator == "<=")
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{
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return num <= _value;
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}
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if (_operator == "!=")
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{
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return num != _value;
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}
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return num == _value;
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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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}
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