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 AIChangeInplayCannotAttack : AIWhenChangeInplayTagArgument
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{
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private AICannotAttackInformation _info;
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protected override int SELECT_TYPE_OFFSET => -1;
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protected override int NON_FILTER_FIRST_OFFSET => 0;
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public AIChangeInplayCannotAttack(string text, bool isImmediate)
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: base(text, isImmediate)
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{
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_info = null;
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}
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protected override void InitSelectType()
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{
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base.SelectType = AIScriptTokenArgType.ALL_SELECT;
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}
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public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return GetCandidateRange(field);
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}
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protected override void ChangeInplayTagStartProcess(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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if (_info == null)
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{
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_info = new AICannotAttackInformation(base.Filters);
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}
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tagOwner.AddCannotAttackInformation(_info);
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}
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protected override void ChangeInplayTagStopProcess(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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tagOwner.RemoveCannotAttackInformation(_info);
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}
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}
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