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.
27 lines
816 B
C#
27 lines
816 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 SkillAvariceCardFilter : ISkillCardFilter
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{
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public readonly bool _isAvarice;
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public SkillAvariceCardFilter(bool isAvarice)
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{
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_isAvarice = isAvarice;
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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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for (int i = 0; i < cards.Count(); i++)
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{
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BattleCardBase battleCardBase = cards.ElementAt(i) as BattleCardBase;
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int turnDrawCount = battleCardBase.SelfBattlePlayer.SkillInfoTurnDrawCards.Count();
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if ((battleCardBase.SelfBattlePlayer.SkillInfoClass.SkillApplyInformation.IsForceAvarice || SkillConditionAvarice.IsAvarice(turnDrawCount)) == _isAvarice)
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{
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yield return battleCardBase;
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}
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}
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}
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}
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