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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126
SVSim.BattleEngine/Engine/Skill_random_array.cs
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126
SVSim.BattleEngine/Engine/Skill_random_array.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_random_array : SkillBase
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{
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public override bool IsAllowDestroyTarget => true;
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public override bool IsShowSideLogSkillType => false;
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public Dictionary<BattleCardBase, List<int>> SelectedIndex { get; protected set; } = new Dictionary<BattleCardBase, List<int>>();
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public string RandomDistinctSkill { get; protected set; }
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public Skill_random_array(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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string[] array = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.is_random_distinct, "NONE").Split(':');
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RandomDistinctSkill = ((array.Length > 1) ? array[1] : "NONE");
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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.random_range, -1);
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int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.max, -1);
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int num3 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.sum, -1);
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bool flag = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.show_battle_log) == "true";
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bool flag2 = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.is_random_distinct, "NONE").Split(':')[0] == "true";
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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if (!SelectedIndex.ContainsKey(targetCard))
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{
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SelectedIndex[targetCard] = new List<int>();
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}
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int[] array = new int[num];
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for (int i = 0; i < num3; i++)
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{
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if (num2 != -1)
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{
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List<int> list = new List<int>();
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for (int j = 0; j < num; j++)
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{
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List<int> allSkillSelectedIndex = GetAllSkillSelectedIndex(base.SkillPrm.ownerCard, targetCard);
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if (array[j] < num2 && (!flag2 || !allSkillSelectedIndex.Contains(j)))
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{
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list.Add(j);
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}
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}
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if (list.Count() == 0)
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{
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break;
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}
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int randomCount = GetRandomCount(list.Count);
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SelectedIndex[targetCard].Add(list[randomCount]);
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array[list[randomCount]]++;
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}
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else
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{
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int randomCount2 = GetRandomCount(num);
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array[randomCount2]++;
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}
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}
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sequentialVfxPlayer.Register(targetCard.SkillApplyInformation.GiveSkillRandomArray(array));
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BattleCardBase target = targetCard;
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SetOnLoseEvent(target, null, null);
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if (IsBattleLog && flag)
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{
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BattleLogManager.GetInstance().AddLogSkillRandomArray(parameter.targetCards.ToList(), array, this);
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}
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}
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return VfxWithLoading.Create(sequentialVfxPlayer);
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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SelectedIndex.Clear();
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return base.Stop(skillProcessor);
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}
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private int GetRandomCount(int range)
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{
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return base.SkillPrm.selfBattlePlayer.BattleMgr.StableRandom(range);
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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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SelectedIndex.Remove(card);
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return NullVfx.GetInstance();
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};
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}
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public List<int> GetAllSkillSelectedIndex(BattleCardBase card, BattleCardBase targetCard)
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{
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List<int> list = new List<int>();
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if (RandomDistinctSkill == "NONE")
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{
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if (SelectedIndex.ContainsKey(targetCard))
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{
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list.AddRange(SelectedIndex[targetCard]);
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}
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}
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else
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{
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list.AddRange(GetSkillSelectedIndex(card.NormalSkills, targetCard));
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list.AddRange(GetSkillSelectedIndex(card.EvolutionSkills, targetCard));
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}
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return list;
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}
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private List<int> GetSkillSelectedIndex(SkillCollectionBase skills, BattleCardBase targetCard)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < skills.Count(); i++)
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{
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if (skills.ElementAt(i) is Skill_random_array skill_random_array && skill_random_array.RandomDistinctSkill == RandomDistinctSkill && skill_random_array.SelectedIndex.ContainsKey(targetCard))
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{
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list.AddRange(skill_random_array.SelectedIndex[targetCard]);
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}
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}
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return list;
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}
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}
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