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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38
SVSim.BattleEngine/Engine/Skill_extra_turn.cs
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38
SVSim.BattleEngine/Engine/Skill_extra_turn.cs
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using Wizard.Battle.View.Vfx;
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public class Skill_extra_turn : SkillBase
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{
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public Skill_extra_turn(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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if (BattleManagerBase.IsForecast)
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{
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return NullVfxWithLoading.GetInstance();
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}
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int addTurn = GetAddTurn();
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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VfxBase vfx = targetCard.SkillApplyInformation.GiveExtraTurn(addTurn);
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parallelVfxPlayer.Register(vfx);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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public int GetAddTurn()
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{
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return base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add, 0);
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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return base.Stop(skillProcessor);
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}
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}
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