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.
38 lines
1.0 KiB
C#
38 lines
1.0 KiB
C#
using Wizard;
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public class SkillConditionOddEvenSpellCharge : ISkillConditionChecker
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{
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private BattleCardBase _ownerCard;
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private bool _judgeFlag;
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private bool _isOdd;
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public SkillConditionOddEvenSpellCharge(BattleCardBase ownerCard, string flag, bool isOdd)
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{
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_ownerCard = ownerCard;
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_judgeFlag = flag == "true";
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_isOdd = isOdd;
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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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return CheckSpellCharge(option) == _judgeFlag;
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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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private bool CheckSpellCharge(SkillConditionCheckerOption option)
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{
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bool flag = _ownerCard.SpellChargeCount % 2 == 0;
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if (_isOdd)
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{
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return (flag ? option.AddChargeCount : (option.AddChargeCount - 1)) > 0;
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}
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return (flag ? (option.AddChargeCount - 1) : option.AddChargeCount) > 0;
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}
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}
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