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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35
SVSim.BattleEngine/Engine/Skill_destroy.cs
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35
SVSim.BattleEngine/Engine/Skill_destroy.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_destroy : SkillBase
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{
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protected List<BattleCardBase> TargetList;
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public override bool IsTargetIndicate => false;
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public Skill_destroy(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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TargetList = parameter.targetCards.Where((BattleCardBase s) => !s.IsInDeck).ToList();
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase target in TargetList)
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{
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target.FlagCardAsDestroyedBySkill();
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parallelVfxPlayer.Register(target.SelfBattlePlayer.CardManagement(target, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, base.UsedRandom, null, null, this));
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}
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillDeath(TargetList.Where((BattleCardBase c) => c.IsDead).ToList(), this);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, TargetList, isFollowInHand: false, addToLastOperation: true));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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}
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