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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41
SVSim.BattleEngine/Engine/Skill_change_union_burst_count.cs
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41
SVSim.BattleEngine/Engine/Skill_change_union_burst_count.cs
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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public class Skill_change_union_burst_count : SkillBase
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{
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private const string EFFECT_FILE_NAME = "stt_act_costdown_1";
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private const string SE_FILE_NAME = "se_stt_act_costdown_1";
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public const int DEFAULT_UNION_BURST_COUNT = 10;
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public Skill_change_union_burst_count(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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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, -1);
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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targetCard.SkillApplyInformation.GiveUnionBurstCount(new UnionBurstCountAddModifier(-num));
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if (targetCard.HasUnionBurst && (targetCard.IsPlayer || GameMgr.GetIns().IsAdminWatch))
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{
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GameObject effectGameObject = null;
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vfxWithLoadingSequential.RegisterToLoadingVfx(new WaitLoadEffectAndSetSeVfx("stt_act_costdown_1", "se_stt_act_costdown_1", delegate(GameObject e)
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{
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effectGameObject = e;
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}));
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vfxWithLoadingSequential.RegisterToMainVfx(new PlayEffectAndSeVfx(() => effectGameObject, targetCard.BattleCardView.Transform, isFollow: false, isFollowPosition: false, isFollowAll: true));
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}
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}
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return vfxWithLoadingSequential;
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}
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public int GetGainUnionBurstCount()
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{
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return base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, 0);
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}
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}
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