Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_power_down.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

35 lines
1.4 KiB
C#

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