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/SkillPreprocessTimesPerBase.cs
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34
SVSim.BattleEngine/Engine/SkillPreprocessTimesPerBase.cs
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTimesPerBase : SkillPreprocessBase
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{
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protected int _invokeCount;
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protected int _limitCount;
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public SkillPreprocessTimesPerBase(int limit)
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{
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_limitCount = limit;
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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 _invokeCount < _limitCount;
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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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_invokeCount++;
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return NullVfx.GetInstance();
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}
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public override void Clone(SkillPreprocessBase source, SkillBase skill)
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{
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if (source is SkillPreprocessTimesPerBase skillPreprocessTimesPerBase)
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{
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_limitCount = skillPreprocessTimesPerBase._limitCount;
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_invokeCount = skillPreprocessTimesPerBase._invokeCount;
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}
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}
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}
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