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 System;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessSelfTurnEndRemove : SkillPreprocessBase
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{
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private int _turnEndCount = 1;
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private Func<SkillProcessor, VfxBase> _removeTurnEndCount;
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public SkillPreprocessSelfTurnEndRemove(SkillBase skill, string args)
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{
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SkillPreprocessSelfTurnEndRemove skillPreprocessSelfTurnEndRemove = this;
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BattleCardBase ownerCard = skill.SkillPrm.ownerCard;
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BattlePlayerBase battlePlayer = ownerCard.SelfBattlePlayer;
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if (args.Length >= 2 && args.First() == '(' && args.Last() == ')')
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{
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args = args.Substring(1, args.Length - 2);
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string[] array = args.Split('=');
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if (array[0] == "count")
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{
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_turnEndCount = int.Parse(array[1]);
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}
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}
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_removeTurnEndCount = delegate(SkillProcessor _)
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{
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skillPreprocessSelfTurnEndRemove._turnEndCount--;
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if (skillPreprocessSelfTurnEndRemove.IsEnd())
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{
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ownerCard.Skills.Remove(skill);
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if (skill.GetAttachSkill != null && !(ownerCard is IVirtualBattleCard))
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{
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skillPreprocessSelfTurnEndRemove.StopSkill(skill.GetAttachSkill, _);
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}
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battlePlayer.OnTurnEnd -= skillPreprocessSelfTurnEndRemove._removeTurnEndCount;
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}
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return NullVfx.GetInstance();
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};
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battlePlayer.OnTurnEnd += _removeTurnEndCount;
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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 true;
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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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private bool IsEnd()
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{
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return _turnEndCount <= 0;
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}
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}
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