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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29
SVSim.BattleEngine/Engine/SkillPreprocessPeriodBase.cs
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29
SVSim.BattleEngine/Engine/SkillPreprocessPeriodBase.cs
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public abstract class SkillPreprocessPeriodBase : SkillPreprocessBase
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{
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protected int _effectiveRange;
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protected int _defPeriodCount;
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public int PeriodCount { get; protected set; }
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protected SkillPreprocessPeriodBase(BattleCardBase ownerCard, string period)
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{
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string[] array = period.Split(':');
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_defPeriodCount = int.Parse(array[0]);
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_effectiveRange = int.Parse(array[1]);
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PeriodCount = _defPeriodCount;
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}
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public void ReducePeriodCount()
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{
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if (PeriodCount >= 0)
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{
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PeriodCount--;
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}
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}
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public void ResetPeriodCount()
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{
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PeriodCount = _defPeriodCount;
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}
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}
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