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