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.
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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public class SkillCostNoDuplicationRandomSelectFilter : ISkillSelectFilter
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{
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private readonly string _contText;
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private int _count;
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public SkillCostNoDuplicationRandomSelectFilter(string randomCountText)
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{
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_contText = randomCountText;
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}
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public int CalcCount(SkillOptionValue option)
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{
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return option.ParseInt(_contText);
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}
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public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
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{
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_count = CalcCount(option);
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cards = cards.OrderBy((BattleCardBase x) => x.Index);
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List<BattleCardBase> cardList = cards.ToList();
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BattleManagerBase battleMgr = BattleManagerBase.GetIns();
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_count = Math.Min(_count, cardList.Count);
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for (int i = 0; i < _count; i++)
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{
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if (cardList.Count > 0)
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{
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int index = (BattleManagerBase.IsRandomDraw ? battleMgr.StableRandom(cardList.Count) : 0);
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BattleCardBase card = cardList[index];
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cardList = cardList.Where((BattleCardBase c) => c.Card.Cost != card.Cost).ToList();
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yield return card;
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}
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}
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}
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public bool IsUpperLimit()
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{
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return _contText == "5-{me.inplay.unit_and_allfield.count}";
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}
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}
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