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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43
SVSim.BattleEngine/Engine/SkillPreprocessTurnEndStop.cs
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43
SVSim.BattleEngine/Engine/SkillPreprocessTurnEndStop.cs
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using System;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTurnEndStop : SkillPreprocessBase
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{
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private readonly string _target;
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private int _callCount;
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private Func<BattlePlayerReadOnlyInfoPair, int, int, bool> _conditionFunc;
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public SkillPreprocessTurnEndStop(string target)
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{
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string[] array = DisassemblySpecialString(target);
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_target = array[0];
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_callCount = 0;
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_conditionFunc = GetConditionJudgeFunc((array.Length > 1) ? array[1] : string.Empty);
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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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BattlePlayerBase battlePlayer = ((_target == "me") ? playerPair.Self : playerPair.Opponent);
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Func<SkillProcessor, VfxBase> callStopOneTime = null;
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callStopOneTime = delegate(SkillProcessor skillProcessorOneTime)
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{
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_callCount++;
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if (_conditionFunc == null || _conditionFunc(playerPair, _callCount, 0))
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{
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battlePlayer.OnTurnEnd -= callStopOneTime;
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return StopSkill(skill, skillProcessorOneTime);
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}
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return NullVfx.GetInstance();
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};
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battlePlayer.OnTurnEnd += callStopOneTime;
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return NullVfx.GetInstance();
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}
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}
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