Files
SVSimServer/SVSim.BattleEngine/Engine/SkillConditionBurialRite.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

51 lines
1.3 KiB
C#

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