Files
SVSimServer/SVSim.BattleEngine/Engine/SkillAbilityUnionBurstFilter.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

39 lines
873 B
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillAbilityUnionBurstFilter : ISkillCardFilter
{
private readonly string _parameterOptionText;
public SkillAbilityUnionBurstFilter(string op)
{
_parameterOptionText = op;
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
bool hasUnionBurst;
if (_parameterOptionText == "=")
{
hasUnionBurst = true;
}
else
{
if (!(_parameterOptionText == "!="))
{
yield break;
}
hasUnionBurst = false;
}
for (int i = 0; i < cards.Count(); i++)
{
IReadOnlyBattleCardInfo readOnlyBattleCardInfo = cards.ElementAt(i);
if (readOnlyBattleCardInfo.HasUnionBurst == hasUnionBurst)
{
yield return readOnlyBattleCardInfo;
}
}
}
}