Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_random_array.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

58 lines
2.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
public class NetworkSkill_random_array : Skill_random_array
{
public NetworkSkill_random_array(NetworkBattleManagerBase battleManager, SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
NetworkSkill_random_array networkSkill_random_array = this;
if (GameMgr.GetIns().IsAdminWatch || base.SkillPrm.ownerCard.IsPlayer)
{
return;
}
base.OnSkillStart += delegate(SkillBase skill, List<BattleCardBase> targetsCard, SkillConditionCheckerOption checkeroption)
{
if (!targetsCard.Any((BattleCardBase c) => !c.IsInHand && !c.IsInDeck))
{
List<CardDataModel> receiveCardList = battleManager.networkBattleData.GetReceiveData().GetReceiveCardList();
int i;
for (i = 0; i < targetsCard.Count; i++)
{
CardDataModel cardDataModel = receiveCardList.SingleOrDefault((CardDataModel c) => c.Index == targetsCard[i].Index);
if (cardDataModel != null && !(cardDataModel.AttachTarget == string.Empty))
{
string[] array = cardDataModel.AttachTarget.Split(',');
for (int num = 0; num < array.Length; num++)
{
if (int.TryParse(array[num], out var targetSkillCount))
{
SkillBase skillBase = battleManager.PublishedSkillList.SingleOrDefault((SkillBase s) => s.PublishedActiveSkillCount == targetSkillCount);
if (skillBase != null && skillBase.PreprocessList.SingleOrDefault((SkillPreprocessBase p) => p is SkillPreprocessRandomArrayIndex) is SkillPreprocessRandomArrayIndex skillPreprocessRandomArrayIndex)
{
networkSkill_random_array.AddSelectedIndex(targetsCard[i], skillPreprocessRandomArrayIndex.RandomIndexes.ToList());
}
}
}
}
}
}
};
}
private void AddSelectedIndex(BattleCardBase key, List<int> values)
{
if (!base.SelectedIndex.ContainsKey(key))
{
base.SelectedIndex[key] = new List<int>();
}
for (int i = 0; i < values.Count; i++)
{
if (!base.SelectedIndex[key].Contains(values[i]))
{
base.SelectedIndex[key].Add(values[i]);
}
}
}
}