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.
This commit is contained in:
gamer147
2026-06-05 17:22:20 -04:00
parent 0d9d8acae0
commit 957af3d1ec
1795 changed files with 166536 additions and 0 deletions

View File

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using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessTurnEndPeriodOfStopTime : SkillPreprocessPeriodBase
{
private SkillBase _skill;
private BattleCardBase _ownerCard;
public SkillPreprocessTurnEndPeriodOfStopTime(SkillBase skill, BattleCardBase ownerCard, string period)
: base(ownerCard, period)
{
_skill = skill;
_ownerCard = ownerCard;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
_ownerCard.SelfBattlePlayer.OnTurnStartBeforeDraw -= TurnStartFunction;
_ownerCard.SelfBattlePlayer.OnTurnStartBeforeDraw += TurnStartFunction;
_ownerCard.SelfBattlePlayer.OnTurnEnd -= TurnEndFunction;
_ownerCard.SelfBattlePlayer.OnTurnEnd += TurnEndFunction;
return NullVfx.GetInstance();
}
private VfxBase TurnStartFunction(SkillProcessor skillProcessor)
{
ReducePeriodCount();
return NullVfx.GetInstance();
}
private VfxBase TurnEndFunction(SkillProcessor skillProcessor)
{
if (_effectiveRange == base.PeriodCount)
{
return StopSkill(_skill, skillProcessor);
}
return NullVfxWithLoading.GetInstance();
}
}