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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58
SVSim.BattleEngine/Engine/Skill_change_white_ritual_stack.cs
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58
SVSim.BattleEngine/Engine/Skill_change_white_ritual_stack.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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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_change_white_ritual_stack : SkillBase
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{
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public Skill_change_white_ritual_stack(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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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add, -1);
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BattleCardBase newestInplayStack = base.SkillPrm.selfBattlePlayer.InPlayCards.Where((BattleCardBase c) => c.IsTribe(CardBasePrm.TribeType.WHITE_RITUAL) && c.HasSkillStackWhiteRitual).LastOrDefault();
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if (newestInplayStack != null)
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{
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newestInplayStack.SkillApplyInformation.GiveWhiteRitualCount(num);
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sequentialVfxPlayer.Register(new ChangeWhiteRitualCountVfx(newestInplayStack, num));
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CallOnChangeWhiteRitualStack(newestInplayStack, num);
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if (newestInplayStack.SkillApplyInformation.WhiteRitualCount <= 0)
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{
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CallOnSkillDestroy();
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newestInplayStack.FlagCardAsDestroyedBySkill();
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sequentialVfxPlayer.Register(newestInplayStack.SelfBattlePlayer.CardManagement(newestInplayStack, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false, null, null, this));
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}
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if (IsBattleLog)
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{
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if (base.SkillPrm.selfBattlePlayer.SkillInfoCemeterys.Any((IReadOnlyBattleCardInfo c) => c == newestInplayStack))
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{
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BattleLogManager.GetInstance().AddLogSkillDeath(new List<BattleCardBase> { newestInplayStack }, this);
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}
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else if (num >= 0)
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{
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BattleLogManager.GetInstance().AddLogGiveWhiteRitualStack(num, newestInplayStack, this);
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}
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else
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{
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BattleLogManager.GetInstance().AddLogDepriveWhiteRitualStack(num, newestInplayStack, this);
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}
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}
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}
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vfxWithLoadingSequential.RegisterToMainVfx(sequentialVfxPlayer);
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return vfxWithLoadingSequential;
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}
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protected virtual void CallOnChangeWhiteRitualStack(BattleCardBase target, int changeCount)
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{
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}
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protected virtual void CallOnSkillDestroy()
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{
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}
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}
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