Files
SVSimServer/SVSim.BattleEngine/Engine/SkillEnvironmentalJatelantSummonTokenCountFilter.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

23 lines
813 B
C#

using System;
using System.Linq;
using Wizard.Battle;
public class SkillEnvironmentalJatelantSummonTokenCountFilter : ISkillEnvironmentalFilter
{
public int Filtering(IBattlePlayerReadOnlyInfo playerInfo, SkillConditionCheckerOption option)
{
int num = playerInfo.SkillInfoNecromanceZoneCards.Where((IReadOnlyBattleCardInfo c) => c.IsDead && (c is FieldBattleCard || c is ChantFieldBattleCard)).Count();
num += playerInfo.SkillInfoCemeterys.Where((IReadOnlyBattleCardInfo c) => c.IsDead && (c is FieldBattleCard || c is ChantFieldBattleCard)).Count();
if (num < 3)
{
return 0;
}
return Math.Min((num - 3) / 3 + 1, 4);
}
public int FilteringPrePlay(IBattlePlayerReadOnlyInfo playerinfo, SkillConditionCheckerOption option)
{
return Filtering(playerinfo, option);
}
}