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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39
SVSim.BattleEngine/Engine/Wizard/AIVirtualCardStatusInfo.cs
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39
SVSim.BattleEngine/Engine/Wizard/AIVirtualCardStatusInfo.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class AIVirtualCardStatusInfo
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{
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public AIVirtualCard BaseCard { get; private set; }
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public int Attack { get; private set; }
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public int Life { get; private set; }
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public float ValueWhenDestroyed { get; private set; }
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public AIVirtualCardStatusInfo(AIVirtualCard card, int attack, int life)
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{
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BaseCard = card;
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Attack = attack;
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Life = life;
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ValueWhenDestroyed = 0f;
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}
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public void CalculateCardValueWhenDestroyed(List<int> playPtn, AISituationInfo situation)
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{
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int attack = BaseCard.Attack;
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int life = BaseCard.Life;
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BaseCard.Attack = Attack;
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BaseCard.Life = Life;
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ValueWhenDestroyed = BaseCard.EvaluateValueOnField(playPtn, situation, useStyle: true) - BaseCard.GetAllBreakBonus(playPtn, useIgnoreInBattle: false) - BaseCard.GetAllLeaveBonus(playPtn, useIgnoreInBattle: false);
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BaseCard.Attack = attack;
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BaseCard.Life = life;
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}
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public void ModifyStatus(int attack, int life)
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{
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Attack = attack;
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Life = life;
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}
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}
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