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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SVSim.BattleEngine/Engine/Skill_loop_skill.cs
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49
SVSim.BattleEngine/Engine/Skill_loop_skill.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.View.Vfx;
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internal class Skill_loop_skill : SkillBase
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{
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public List<SkillBase> LoopSkillList { get; private set; }
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public Skill_loop_skill(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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LoopSkillList = new List<SkillBase>();
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
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SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
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skillConditionCheckerOption.IsSkipPpCheck = true;
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int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.loop_range_before_this_skill);
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int count = base.SkillPrm.ownerCard.Skills.IndexOf(this) - num;
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num++;
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for (int i = 0; i < parameter.targetCards.Count(); i++)
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{
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IEnumerable<SkillBase> source = parameter.targetCards.ElementAt(i).Skills.Skip(count).Take(num);
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bool flag = false;
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for (int j = 0; j < source.Count(); j++)
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{
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SkillBase skillBase = source.ElementAt(j);
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bool flag2 = skillBase.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
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if (skillBase.IsCheckLastTarget())
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{
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flag2 = flag2 && flag;
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}
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else
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{
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flag = flag2;
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}
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if (flag2)
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{
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LoopSkillList.Add(skillBase);
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}
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}
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}
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return result;
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}
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}
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