Files
SVSimServer/SVSim.BattleEngine/Engine/SkillAbilityAccelerateFilter.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

46 lines
904 B
C#

using System.Collections.Generic;
using Wizard.Battle;
public class SkillAbilityAccelerateFilter : ISkillCardFilter
{
private readonly string _parameterOptionText;
public SkillAbilityAccelerateFilter(string optionText)
{
_parameterOptionText = optionText;
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
bool hasAccelerate;
switch (_parameterOptionText)
{
default:
yield break;
case "=":
hasAccelerate = true;
break;
case "!=":
hasAccelerate = false;
break;
}
foreach (IReadOnlyBattleCardInfo card in cards)
{
if (card.HasSkillAccelerate == hasAccelerate)
{
yield return card;
}
}
}
public bool IsOperaterEqual()
{
return _parameterOptionText switch
{
"=" => true,
"!=" => false,
_ => true,
};
}
}