Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_damage.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

35 lines
1.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.View.Vfx;
public class NetworkSkill_damage : Skill_damage
{
private List<BattleCardBase> TargetList;
private List<BattleCardBase.DamageResult> DamageList;
public NetworkSkill_damage(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter callParameter)
{
TargetList = new List<BattleCardBase>();
DamageList = new List<BattleCardBase.DamageResult>();
List<BattleCardBase> effectTargets = callParameter.targetCards.Where((BattleCardBase t) => !t.IsDead).ToList();
base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnSkillDamageStart(base.SkillPrm.ownerCard);
VfxWithLoading result = base.Start(callParameter);
base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, "_OPT_NULL_");
base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnDamage(TargetList, effectTargets, DamageList);
return result;
}
public override void RegisterDamageTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> target, int defDamage, BattleCardBase.DamageResult damageResult)
{
TargetList.Add(target.FirstOrDefault());
DamageList.Add(damageResult);
base.RegisterDamageTriggerSkill(skillProcessor, target, defDamage, damageResult);
}
}