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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84
SVSim.BattleEngine/Engine/Skill_rush.cs
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84
SVSim.BattleEngine/Engine/Skill_rush.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_rush : SkillBase
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{
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private class RushInfoContainer : BuffInfoContainer
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{
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public RushInfo RushInfo { get; private set; }
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public RushInfoContainer(BattleCardBase card, BuffInfo info, RushInfo rushInfo)
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: base(card, info, -1, "", null, 0L)
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{
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RushInfo = rushInfo;
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}
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}
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protected List<BattleCardBase> _targetCards;
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public Skill_rush(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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SetDuplicateBanSkillNum();
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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_targetCards = parameter.targetCards.ToList();
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if (base.DuplicateBanSkillNum != string.Empty)
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{
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_targetCards = _targetCards.Where((BattleCardBase c) => !c.SkillApplyInformation.RushInfo.Any((RushInfo g) => (!base.IsDuplicateBanSelfSkill || g.OwnerCard == base.SkillPrm.ownerCard) && g.DuplicateBanSkillNum == base.DuplicateBanSkillNum)).ToList();
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}
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foreach (BattleCardBase targetCard in _targetCards)
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{
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RushInfo rushInfo = new RushInfo(base.SkillPrm.ownerCard, base.DuplicateBanSkillNum);
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VfxBase vfxToRegister = targetCard.SkillApplyInformation.GiveRush(rushInfo);
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BattleCardBase battleCardBase = targetCard;
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BuffInfo buffInfo = AddBuffInfoIfNeeded(targetCard);
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RushInfoContainer rushInfoContainer = new RushInfoContainer(battleCardBase, buffInfo, rushInfo);
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buffInfoContainer.Add(rushInfoContainer);
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SetOnLoseEvent(battleCardBase, buffInfo, rushInfoContainer);
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List<BattleCardBase> list = new List<BattleCardBase>();
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list.Add(targetCard);
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BattlePlayerPair playerInfoPair = new BattlePlayerPair(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer);
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parameter.skillProcessor.Register(battleCardBase.Skills.CreateWhenAttachAbilityInfo(parameter.skillProcessor, playerInfoPair, this, BattlePlayerBase.ConvertToSkillInfoCollection(list)));
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vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
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}
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, _targetCards));
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if (IsBattleLog && _targetCards.Count() > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillGain(_targetCards.ToList(), this, SkillGainType.Rush);
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}
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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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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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List<BattleCardBase> list = new List<BattleCardBase>();
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foreach (RushInfoContainer item in buffInfoContainer)
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{
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parallelVfxPlayer.Register(item._targetCard.SkillApplyInformation.DepriveRush(item.RushInfo));
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list.Add(item._targetCard);
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item._targetCard.RemoveBuffInfo(item._buffInfo);
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}
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CallOnUpdateSkillEffect(list, updateAttackEffect: true);
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buffInfoContainer.Clear();
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return VfxWithLoading.Create(parallelVfxPlayer);
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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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return card.SkillApplyInformation.ForceDepriveRush();
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};
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}
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}
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