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.
59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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public class RecoveryOperateMgr : OperateMgr
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{
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public RecoveryOperateMgr(BattleManagerBase battleMgr, TouchControl touchControl)
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: base(battleMgr, touchControl)
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{
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}
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public override VfxBase InitSetCard(BattleCardBase card, bool isPlayer, bool isSelect = false, bool isRecovery = false, bool isChoiceSelect = false, bool isInstant = false, bool registerDirectlyToVfxManager = true, bool isFusionWait = false, bool isChoiceBrave = false)
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{
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return NullVfx.GetInstance();
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}
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public override VfxBase PlayCard(BattleCardBase card, bool isPlayer, List<BattleCardBase> selectCards, bool isRecovery = false, List<int> selectChoiceId = null, bool isChoiceBrave = false)
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{
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base.PlayCard(card, isPlayer, selectCards, isRecovery, selectChoiceId, isChoiceBrave);
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return NullVfx.GetInstance();
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}
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public override VfxBase Attack(BattleCardBase attackCard, BattleCardBase targetCard, bool isPlayer)
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{
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base.Attack(attackCard, targetCard, isPlayer);
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return NullVfx.GetInstance();
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}
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public override VfxBase EvolutionCard(BattleCardBase card, bool isPlayer, List<BattleCardBase> selectCards, List<int> selectChoiceId = null)
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{
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base.EvolutionCard(card, isPlayer, selectCards, selectChoiceId);
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return NullVfx.GetInstance();
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}
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public override VfxBase BattleCardSelect(BattleCardBase actCard, BattleCardBase Target, bool isPlayer, bool registerEffectsDirectlyToVfxMgr = true, bool isTransformSkill = false, bool isBurialRiteSkill = false, bool isComplete = true)
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{
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SelectCard(actCard, Target, isPlayer, registerEffectsDirectlyToVfxMgr);
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return NullVfx.GetInstance();
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}
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public override VfxBase PlayerTurnEnd(bool isAuto = false)
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{
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TurnEndOperation(isPlayer: true);
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return NullVfx.GetInstance();
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}
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public override VfxBase TurnEndOperation(bool isPlayer)
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{
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base.TurnEndOperation(isPlayer);
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CallOnTurnEndFinish();
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return NullVfx.GetInstance();
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}
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public override VfxBase FusionCard(BattleCardBase card, bool isPlayer, List<BattleCardBase> selectCards)
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{
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base.FusionCard(card, isPlayer, selectCards);
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return NullVfx.GetInstance();
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}
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}
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