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.
31 lines
850 B
C#
31 lines
850 B
C#
using Wizard;
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public class SkillConditionEvolvableTurn : ISkillConditionChecker
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{
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public bool judgeFlag { get; private set; }
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public SkillConditionEvolvableTurn(string flag)
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{
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judgeFlag = flag == "true";
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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 (judgeFlag)
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{
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return IsEvolvableTurn(playerInfoPair.ReadOnlySelf.EvolveWaitTurnCount);
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}
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return !IsEvolvableTurn(playerInfoPair.ReadOnlySelf.EvolveWaitTurnCount);
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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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public bool IsEvolvableTurn(int evolveWaitTurnCount)
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{
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return evolveWaitTurnCount <= 0;
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}
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}
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