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.
35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
using System.Linq;
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using Wizard.Battle.View.Vfx;
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public class NetworkSkill_power_down : Skill_power_down
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{
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public NetworkSkill_power_down(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnPowerDownStart();
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VfxWithLoading result = base.Start(parameter);
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if (_gainOffense > 0 || _gainLife > 0 || _gainMaxLife > 0)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnPowerDown(base.SkillPrm.ownerCard, parameter.targetCards.ToList(), _gainOffense * -1, _gainLife * -1, _gainMaxLife * -1, isSet: false);
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return result;
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}
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if (_setOffense != Skill_power_down.SETPRM_NONE || _setLife != Skill_power_down.SETPRM_NONE || _setMaxLife != Skill_power_down.SETPRM_NONE)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnPowerDown(base.SkillPrm.ownerCard, parameter.targetCards.ToList(), _setOffense, _setLife, _setMaxLife, isSet: true);
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return result;
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}
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnRemoveLatestOperationJsonData(NetworkBattleReceiver.ReplayOperationType.GainPowerDown);
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return result;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnDeprivePowerDown(buffInfoContainer);
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return base.Stop(skillProcessor);
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}
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}
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