Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_change_cemetery.cs
gamer147 957af3d1ec 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.
2026-06-05 17:22:20 -04:00

24 lines
945 B
C#

using Wizard.Battle.View.Vfx;
public class NetworkSkill_change_cemetery : Skill_change_cemetery
{
public NetworkSkill_change_cemetery(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
VfxWithLoading result = base.Start(parameter);
if (base.AddCemeteryCount > 0)
{
(base.SkillPrm.selfBattlePlayer.BattleMgr as NetworkBattleManagerBase).RegisterActionManager.Add(new RegisterPlayerParameter(RegisterActionBase.ActionBaseParameter.cemetery, base.AddCemeteryCount, base.SkillPrm.selfBattlePlayer.IsPlayer));
}
if (base.GainCemeteryCount > 0)
{
(base.SkillPrm.selfBattlePlayer.BattleMgr as NetworkBattleManagerBase).RegisterActionManager.Add(new RegisterPlayerParameter(RegisterActionBase.ActionBaseParameter.cemetery, -1 * base.GainCemeteryCount, base.SkillPrm.selfBattlePlayer.IsPlayer));
}
return result;
}
}