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.
51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using System.Linq;
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using Wizard;
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using Wizard.Battle;
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public class SkillConditionBurialRite : ISkillConditionChecker
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{
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private BattleCardBase _ownerCard;
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private bool _isInvoked;
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public bool judgeFlg { get; private set; }
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public SkillConditionBurialRite(BattleCardBase card, string flg)
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{
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judgeFlg = flg == "true";
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_ownerCard = card;
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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 (_isInvoked)
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{
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return judgeFlg;
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}
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return IsBurialRite(playerInfoPair) == judgeFlg;
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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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if (_isInvoked)
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{
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return true;
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}
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return IsRight(playerInfoPair, option);
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}
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private bool IsBurialRite(BattlePlayerReadOnlyInfoPair playerInfoPair)
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{
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if (playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Count() <= ((_ownerCard.IsInplay || _ownerCard.IsSpell) ? 4 : 3))
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{
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return playerInfoPair.ReadOnlySelf.SkillInfoHandCards.Any((IReadOnlyBattleCardInfo s) => s != _ownerCard && s != _ownerCard.TransformInfo.OriginalCard && s.IsUnit);
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}
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return false;
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}
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public void SetInvoked()
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{
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_isInvoked = true;
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}
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}
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