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 Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTurnStartSkillAfterPeriodOfStopTime : SkillPreprocessPeriodBase
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{
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private SkillBase _skill;
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private BattleCardBase _ownerCard;
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public SkillPreprocessTurnStartSkillAfterPeriodOfStopTime(SkillBase skill, BattleCardBase ownerCard, string period)
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: base(ownerCard, period)
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{
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_skill = skill;
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_ownerCard = ownerCard;
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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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_ownerCard.SelfBattlePlayer.OnTurnEnd += delegate
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{
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ReducePeriodCount();
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return NullVfx.GetInstance();
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};
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BattlePlayerBase selfBattlePlayer = _ownerCard.SelfBattlePlayer;
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selfBattlePlayer.OnTurnStartSkillAfter = (Func<SkillProcessor, VfxBase>)Delegate.Combine(selfBattlePlayer.OnTurnStartSkillAfter, (Func<SkillProcessor, VfxBase>)((SkillProcessor _) => (_effectiveRange == base.PeriodCount) ? StopSkill(_skill, _) : NullVfxWithLoading.GetInstance()));
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_ownerCard.OnRemoveFromInPlayAfterOneTime += delegate(bool flg, SkillProcessor skillProcessorOneTime)
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{
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ResetPeriodCount();
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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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}
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