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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using System.Collections.Generic;
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namespace Wizard;
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public class AIBonusArgumentWithIgnoreInBattle : AIScriptArgumentExpressions
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{
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protected AIPolishConvertedExpression _bonusValueArg;
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protected int _valueIndexOffset;
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public bool IsIgnoreInBattle { get; private set; }
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public AIBonusArgumentWithIgnoreInBattle(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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if (!(_exprList[_exprList.Count - 1].TokenList[0] is AIScriptArgumentToken aIScriptArgumentToken) || (aIScriptArgumentToken.ArgumentType != AIScriptTokenArgType.IGNORE_IN_BATTLE && aIScriptArgumentToken.ArgumentType != AIScriptTokenArgType.IGNORE_IN_FUSION))
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{
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_valueIndexOffset = 1;
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IsIgnoreInBattle = false;
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}
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else
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{
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_valueIndexOffset = 2;
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IsIgnoreInBattle = true;
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}
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_bonusValueArg = _exprList[_exprList.Count - _valueIndexOffset];
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}
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public virtual float GetBonusValue(AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool useIgnoreInBattle)
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{
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if (tagOwner == null || (useIgnoreInBattle && IsIgnoreInBattle))
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{
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return 0f;
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}
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return _bonusValueArg.EvalArg(tagOwner, playPtn, tagOwner.SelfField, situation);
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}
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}
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