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/DiscardedVirtualCard.cs
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28
SVSim.BattleEngine/Engine/Wizard/DiscardedVirtualCard.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class DiscardedVirtualCard : AIVirtualCard
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{
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public DiscardedVirtualCard(BattleCardBase card, AIVirtualField field)
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{
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_field = field;
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base.IsAlly = true;
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InitializeFromBattleCardBase(card);
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}
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public override bool IsFollower(List<int> playPtn)
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{
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return IsUnit;
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}
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protected override void InitializeFromBattleCardBase(BattleCardBase origin)
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{
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InitializeFromBattleCardBaseBasic(origin);
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Cost = origin.Cost;
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IsPlayer = origin.IsPlayer;
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IsLeader = false;
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IsSelfTurn = origin.IsSelfTurn;
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base.DestroyedTurn = origin.DestroyedTurn;
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}
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}
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