Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_play_count_change.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

21 lines
772 B
C#

using System.Collections.Generic;
using Wizard.Battle.View.Vfx;
public class NetworkSkill_play_count_change : Skill_play_count_change
{
private NetworkBattleManagerBase _networkBattleMgr;
public NetworkSkill_play_count_change(NetworkBattleManagerBase battleManager, SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
_networkBattleMgr = battleManager;
base.OnSkillEnd += RegisterPlayCountChange;
}
private VfxBase RegisterPlayCountChange(SkillBase skill, List<BattleCardBase> cards, SkillConditionCheckerOption checkerOption, SkillProcessor skillProcessor)
{
_networkBattleMgr.RegisterActionManager.Add(new RegisterPlayCountChange(base.SkillPrm.ownerCard.IsPlayer, GetAddCount()));
return NullVfx.GetInstance();
}
}