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 Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessUseEvolutionPoint : SkillPreprocessBase
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{
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private readonly int _consumeValue;
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private readonly BattleCardBase _ownerCard;
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public SkillPreprocessUseEvolutionPoint(int count, BattleCardBase ownerCard)
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{
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_consumeValue = count;
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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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if (playerInfoPair.ReadOnlySelf.EvolveWaitTurnCount <= 0)
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{
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return playerInfoPair.ReadOnlySelf.CurrentEpCount >= _consumeValue;
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}
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return false;
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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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int currentEpCount = playerPair.ReadOnlySelf.CurrentEpCount;
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int num = currentEpCount - _consumeValue;
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int epTotal = playerPair.Self.EpTotal;
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playerPair.Self.UseEpCount(_consumeValue);
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playerPair.Self.StartSkillWhenUseEpSelfAndOther(skillProcessor);
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playerPair.Self.CallOnEpModifier(_ownerCard, _consumeValue * -1, isAdd: true);
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if (playerPair.Self.BattleMgr is NetworkStandardBattleMgr networkStandardBattleMgr)
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{
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networkStandardBattleMgr.RegisterUseEpTrigger(playerPair.Self);
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(new EpChangeVfx(playerPair.Self, currentEpCount, num, epTotal));
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if (!playerPair.Self.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().AddLogSkillSetEP(num, playerPair.Self.Class, skill);
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}
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return parallelVfxPlayer;
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}
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}
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