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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SVSim.BattleEngine/Engine/Wizard/AIUseMinArgument.cs
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30
SVSim.BattleEngine/Engine/Wizard/AIUseMinArgument.cs
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namespace Wizard;
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public class AIUseMinArgument : AIScriptArgumentExpressions
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{
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public bool IsUseMin { get; private set; }
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protected virtual int USE_MIN_INDEX_OFFSET => 1;
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public AIUseMinArgument(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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AIPolishConvertedExpression aIPolishConvertedExpression = _exprList[_exprList.Count - USE_MIN_INDEX_OFFSET];
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if (aIPolishConvertedExpression.TokenList[0] is AIScriptArgumentToken && aIPolishConvertedExpression.TokenList.Count < 2)
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{
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if ((aIPolishConvertedExpression.TokenList[0] as AIScriptArgumentToken).ArgumentType == AIScriptTokenArgType.USE_MIN)
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{
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IsUseMin = true;
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}
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else
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{
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IsUseMin = false;
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}
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}
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}
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}
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