Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_special_win.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
622 B
C#

using Wizard.Battle.View.Vfx;
public class NetworkSkill_special_win : Skill_special_win
{
public NetworkSkill_special_win(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
VfxWithLoading vfxWithLoading = base.Start(parameter);
if (BattleManagerBase.GetIns().IsRecovery)
{
((NetworkBattleManagerBase)BattleManagerBase.GetIns())._specialWinVfx = vfxWithLoading;
}
base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.OperateMgr.CallOnSpecialWin(base.SkillPrm.ownerCard);
return vfxWithLoading;
}
}