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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47
SVSim.BattleEngine/Engine/Wizard/AIBurialRite.cs
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47
SVSim.BattleEngine/Engine/Wizard/AIBurialRite.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIBurialRite : AIScriptArgumentExpressions
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{
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private AIPolishConvertedExpression _value;
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private readonly int VALUE_INDEX;
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private readonly int TIMING_INDEX = 1;
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public AIScriptTokenArgType Timing { get; private set; }
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public AIBurialRite(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 != null && _exprList.Count >= TIMING_INDEX + 1)
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{
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_value = _exprList[VALUE_INDEX];
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Timing = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[TIMING_INDEX]);
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if (!CheckValidTimingType(Timing))
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{
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Timing = AIScriptTokenArgType.NONE;
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}
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}
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}
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public static bool CheckValidTimingType(AIScriptTokenArgType type)
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{
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if (type == AIScriptTokenArgType.WHEN_PLAY || type == AIScriptTokenArgType.WHEN_EVO)
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{
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return true;
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}
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return false;
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}
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public int GetBurialRiteCount(AIVirtualCard tagOwner, AIVirtualField field, AISituationInfo situation, List<int> playPtn)
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{
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return (int)_value.EvalArg(tagOwner, playPtn, field, situation);
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}
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}
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