Files
SVSimServer/SVSim.BattleEngine/Engine/SkillAvariceCardFilter.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

27 lines
816 B
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillAvariceCardFilter : ISkillCardFilter
{
public readonly bool _isAvarice;
public SkillAvariceCardFilter(bool isAvarice)
{
_isAvarice = isAvarice;
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
for (int i = 0; i < cards.Count(); i++)
{
BattleCardBase battleCardBase = cards.ElementAt(i) as BattleCardBase;
int turnDrawCount = battleCardBase.SelfBattlePlayer.SkillInfoTurnDrawCards.Count();
if ((battleCardBase.SelfBattlePlayer.SkillInfoClass.SkillApplyInformation.IsForceAvarice || SkillConditionAvarice.IsAvarice(turnDrawCount)) == _isAvarice)
{
yield return battleCardBase;
}
}
}
}