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.
36 lines
1.2 KiB
C#
36 lines
1.2 KiB
C#
using Wizard;
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public class SkillConditionAttachingAbility : ISkillConditionChecker
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{
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private SkillFilterCreator.ContentKeyword _keyword;
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public SkillConditionAttachingAbility(SkillFilterCreator.ContentKeyword keyword)
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{
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_keyword = keyword;
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}
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public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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if (option.AttachingAbility.Skill == null)
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{
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return false;
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}
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if (option.AttachingAbility.Skill.OnWhenChangeInPlay != 0 && option.AttachingAbility.Skill.IsAttachedSkill && !option.AttachingAbility.Skill.IsAttachedInplaySkill)
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{
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return false;
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}
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return _keyword switch
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{
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SkillFilterCreator.ContentKeyword.guard => option.AttachingAbility.Skill is Skill_guard,
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SkillFilterCreator.ContentKeyword.rush => option.AttachingAbility.Skill is Skill_rush,
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SkillFilterCreator.ContentKeyword.quick => option.AttachingAbility.Skill is Skill_quick,
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_ => false,
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};
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}
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public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return IsRight(playerInfoPair, option);
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}
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}
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