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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33
SVSim.BattleEngine/Engine/Wizard/AIScriptFunctionToken.cs
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33
SVSim.BattleEngine/Engine/Wizard/AIScriptFunctionToken.cs
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namespace Wizard;
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public class AIScriptFunctionToken : AIScriptTokenBase
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{
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public AIScriptTokenFuncType FuncType;
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public int ArgCount;
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public AIScriptFunctionToken(AIScriptTokenFuncType funcType, int refNum)
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: base(AIScriptTokenType.FUNC, refNum)
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{
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FuncType = funcType;
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ArgCount = refNum;
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}
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public override AIScriptTokenBase Clone()
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{
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return new AIScriptFunctionToken(FuncType, ArgCount);
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}
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public override bool IsEqual(AIScriptTokenBase token)
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{
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if (!(token is AIScriptFunctionToken aIScriptFunctionToken))
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{
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return false;
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}
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if (FuncType == aIScriptFunctionToken.FuncType)
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{
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return ArgCount == aIScriptFunctionToken.ArgCount;
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}
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return false;
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}
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}
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