Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_force_avarice.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

33 lines
1.2 KiB
C#

public class NetworkSkill_force_avarice : Skill_force_avarice
{
public NetworkSkill_force_avarice(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
ClassBattleCardBase classData = skillPrm.selfBattlePlayer.Class as ClassBattleCardBase;
classData.OnForceAvariceChange += delegate(BattlePlayerBase player, int forceAvaricePoint)
{
int num = 0;
if (skillPrm.selfBattlePlayer.BattleMgr is NetworkStandardBattleMgr)
{
NetworkStandardBattleMgr networkStandardBattleMgr = (NetworkStandardBattleMgr)skillPrm.selfBattlePlayer.BattleMgr;
if (networkStandardBattleMgr != null)
{
num = ((!classData.IsPlayer) ? 1 : 0);
if (!SkillConditionAvarice.IsAvarice(skillPrm.selfBattlePlayer.TurnDrawCards.Count))
{
if (networkStandardBattleMgr.beforeAvariceCount[num] == 0 && forceAvaricePoint >= 1)
{
networkStandardBattleMgr.RegisterAvariceTrigger(player, 1);
}
else if (networkStandardBattleMgr.beforeAvariceCount[num] >= 1 && forceAvaricePoint <= 0)
{
networkStandardBattleMgr.RegisterAvariceTrigger(player, 0);
}
}
networkStandardBattleMgr.beforeAvariceCount[num] = forceAvaricePoint;
}
}
};
}
}