Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_invoke_skill.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

39 lines
1.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.View.Vfx;
internal class NetworkSkill_invoke_skill : Skill_invoke_skill
{
public NetworkSkill_invoke_skill(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
if (GameMgr.GetIns().IsUseUnapprovedList(base.SkillPrm.ownerCard.IsPlayer))
{
string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
NetworkBattleManagerBase obj = base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr as NetworkBattleManagerBase;
List<CardDataModel> skillConditionCheckList = obj.networkBattleData.GetReceiveData().SkillConditionCheckList;
List<CardDataModel> unapprovedList = obj.networkBattleData.GetReceiveData().unapprovedList;
foreach (BattleCardBase targetCard in parameter.targetCards)
{
List<SkillBase> list = ((!(invokeType == SkillTiming.when_play.ToString())) ? targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList() : targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList());
foreach (SkillBase skill in list)
{
if (skillConditionCheckList.Any((CardDataModel c) => skill.PublishedActiveSkillCount == c.publishedActiveSkillCount && c.IsInvoked))
{
skill.SetInvoked(flag: true);
}
else if (unapprovedList.Any((CardDataModel c) => skill.PublishedActiveSkillCount == c.publishedActiveSkillCount && c.IsInvoked))
{
skill.SetInvoked(flag: true);
}
}
}
}
return base.Start(parameter);
}
}