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.
28 lines
727 B
C#
28 lines
727 B
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillAbilityWhenEvolveFilter : ISkillCardFilter
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{
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private readonly string _parameterOptionText;
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public SkillAbilityWhenEvolveFilter(string optionText)
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{
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_parameterOptionText = optionText;
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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bool flag = _parameterOptionText == "=";
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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for (int i = 0; i < cards.Count(); i++)
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{
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if (cards.ElementAt(i).HasSkillWhenEvolve == flag)
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{
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list.Add(cards.ElementAt(i));
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}
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}
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return list;
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}
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}
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