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/Skill_change_cemetery.cs
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47
SVSim.BattleEngine/Engine/Skill_change_cemetery.cs
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_change_cemetery : SkillBase
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{
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public override bool IsTargetIndicate => false;
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protected int AddCemeteryCount { get; private set; }
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protected int GainCemeteryCount { get; private set; }
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public Skill_change_cemetery(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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AddCemeteryCount = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_count, 0);
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GainCemeteryCount = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_count, 0);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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for (int i = 0; i < AddCemeteryCount; i++)
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{
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VfxBase vfx = base.SkillPrm.selfBattlePlayer.DummyCardToCemetery(CardCreatorBase.GetDummyInstance(), this);
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parallelVfxPlayer.Register(vfx);
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}
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if (GainCemeteryCount > 0)
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{
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parallelVfxPlayer.Register(base.SkillPrm.selfBattlePlayer.GainCemetery(GainCemeteryCount));
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}
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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}));
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if (IsBattleLog)
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{
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if (AddCemeteryCount != 0)
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{
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BattleLogManager.GetInstance().AddLogSkillChangeCemetery(AddCemeteryCount, this);
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}
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else if (GainCemeteryCount != 0)
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{
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BattleLogManager.GetInstance().AddLogSkillChangeCemetery(-GainCemeteryCount, this);
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}
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}
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return VfxWithLoading.Create(parallelVfxPlayer);
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}
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}
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