Files
SVSimServer/SVSim.BattleEngine/Engine/SkillCemeteryFilter.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

32 lines
847 B
C#

using System;
using System.Linq;
using Wizard;
public class SkillCemeteryFilter : ISkillConditionChecker
{
private int m_count;
private Func<int, int, bool> m_compareFunc;
public SkillCemeteryFilter(int count, string op)
{
m_count = count;
m_compareFunc = SkillCompareFuncCreator.Create(op);
}
public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return CheckCemetery(playerInfoPair.ReadOnlySelf.SkillInfoCemeterys.Count());
}
public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return IsRight(playerInfoPair, option);
}
public bool CheckCemetery(int cemeteryNum)
{
return m_compareFunc(cemeteryNum, m_count);
}
}