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/SkillTargetTokenDrawCardFilter.cs
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SVSim.BattleEngine/Engine/SkillTargetTokenDrawCardFilter.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillTargetTokenDrawCardFilter : ISkillTargetFilter
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{
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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if (option.TokenDrewCards == null)
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{
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return list;
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}
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foreach (IBattlePlayerReadOnlyInfo info in battlePlayerInfos)
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{
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list.AddRange(option.TokenDrewCards.Where((IReadOnlyBattleCardInfo c) => c.IsPlayer == info.IsPlayer));
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}
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return list;
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}
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}
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