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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68
SVSim.BattleEngine/Engine/Skill_heal.cs
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68
SVSim.BattleEngine/Engine/Skill_heal.cs
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_heal : SkillBase
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{
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private const int NONE_AMOUNT = -1;
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protected List<BattleCardBase.HealResult> HealResultList = new List<BattleCardBase.HealResult>();
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public Skill_heal(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.healing, 0);
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List<BattleCardBase.HealResult> list = new List<BattleCardBase.HealResult>();
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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if (num == -1)
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{
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return NullVfxWithLoading.GetInstance();
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}
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for (int i = 0; i < parameter.targetCards.Count(); i++)
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{
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BattleCardBase battleCardBase = parameter.targetCards.ElementAt(i);
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battleCardBase.SelfBattlePlayer.HealingCards.Add(battleCardBase);
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list2.Add(battleCardBase.VirtualClone(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer));
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BattleCardBase.HealParam healParam = new BattleCardBase.HealParam(num, base.SkillPrm.ownerCard, battleCardBase);
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BattleCardBase.HealResult item = battleCardBase.ApplyHealing(healParam, parameter.skillProcessor);
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list.Add(item);
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}
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RegisterHealTriggerSkill(parameter.skillProcessor, parameter.targetCards, list);
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HealResultList = list;
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VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
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foreach (BattleCardBase.HealResult item2 in list)
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{
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parallelVfxPlayer.Register(item2.PrehealVfxVfx);
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parallelVfxPlayer2.Register(item2.HealVfx);
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parallelVfxPlayer3.Register(item2.PosthealVfxVfx);
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base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillHealValue(item2.HealAmount);
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}
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillHeal(list2, list, this);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer, vfxWithLoading.MainVfx, parallelVfxPlayer2, parallelVfxPlayer3);
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
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return vfxWithLoadingSequential;
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}
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private void RegisterHealTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> target, List<BattleCardBase.HealResult> healResult)
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{
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for (int i = 0; i < target.Count(); i++)
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{
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BattleCardBase battleCardBase = target.ElementAt(i);
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer);
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skillProcessor.Register(battleCardBase.Skills.CreateWhenHealing(battleCardBase, skillProcessor, playerInfoPair, healResult[i].HealAmount));
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}
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base.SkillPrm.selfBattlePlayer.StartSkillWhenHealingSelfAndOther(target.ToList(), skillProcessor, healResult.Select((BattleCardBase.HealResult h) => h.HealAmount).ToList());
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}
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}
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