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_not_be_debuffed.cs
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SVSim.BattleEngine/Engine/Skill_not_be_debuffed.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_not_be_debuffed : SkillBase
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{
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public Skill_not_be_debuffed(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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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.SkillApplyInformation.GiveNotBeDebuffed();
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BattleCardBase battleCardBase2 = battleCardBase;
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BuffInfo buffInfo = AddBuffInfoIfNeeded(battleCardBase);
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BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase2, buffInfo, -1, "", null, 0L);
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base.buffInfoContainer.Add(buffInfoContainer);
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SetOnLoseEvent(battleCardBase2, buffInfo, buffInfoContainer);
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}
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if (IsBattleLog && parameter.targetCards.Count() > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.NotBeDebuffed);
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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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return vfxWithLoadingSequential;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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base.Stop(skillProcessor);
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List<BattleCardBase> list = new List<BattleCardBase>();
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for (int i = 0; i < base.buffInfoContainer.Count; i++)
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{
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BuffInfoContainer buffInfoContainer = base.buffInfoContainer[i];
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buffInfoContainer._targetCard.SkillApplyInformation.DepriveNotBeDebuffed();
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list.Add(buffInfoContainer._targetCard);
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buffInfoContainer._targetCard.RemoveBuffInfo(buffInfoContainer._buffInfo);
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}
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CallOnUpdateSkillEffect(list);
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base.buffInfoContainer.Clear();
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return VfxWithLoading.Create(NullVfx.GetInstance());
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}
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public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
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{
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targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
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{
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card.RemoveBuffInfo(buff);
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buffInfoContainer.Remove(container);
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card.SkillApplyInformation.ForceDepriveNotBeDebuffed();
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return NullVfx.GetInstance();
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};
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}
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}
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