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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28
SVSim.BattleEngine/Engine/Wizard/AICrystalize.cs
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28
SVSim.BattleEngine/Engine/Wizard/AICrystalize.cs
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namespace Wizard;
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public class AICrystalize : AIScriptArgumentExpressions
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{
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public AICrystalize(string text)
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: base(text)
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{
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}
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public void RegisterSelfToOwner(AIVirtualCard owner, AIVirtualField field)
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{
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int num = 0;
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while (num < _exprList.Count)
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{
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AICrystalizeInformation aICrystalizeInformation = new AICrystalizeInformation();
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aICrystalizeInformation.Cost = (int)EvalArg(num, owner, EnemyAI.EmptyPlayPtn, field, null);
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num++;
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if (num < _exprList.Count)
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{
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aICrystalizeInformation.CardId = EvalID(num);
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owner.CrystalizeCostList = AIParamQuery.AddElementToList(aICrystalizeInformation, owner.CrystalizeCostList);
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num++;
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continue;
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}
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break;
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}
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}
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}
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