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.
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle;
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public class SkillExclutionApplyFilter : ISkillExclutionFilter
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{
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private ApplySkillTargetFilterCollection _filters = new ApplySkillTargetFilterCollection();
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private BattlePlayerReadOnlyInfoPair _pair;
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public IEnumerable<BattleCardBase> Targets { get; private set; }
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public bool IsExcludeSelectCard => _filters.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetSelectedCardsFilter);
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public SkillExclutionApplyFilter(BattleCardBase ownerCard, string text, SkillBase skill)
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{
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if (text.First() == '{')
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{
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text = text.Remove(0, 1);
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text = text.Remove(text.Length - 1, 1);
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}
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string[] array = text.Split('&');
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for (int i = 0; i < array.Length; i++)
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{
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SkillFilterCreator.SetupTarget(_filters, array[i], ownerCard, skill);
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}
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_pair = new BattlePlayerReadOnlyInfoPair(ownerCard.SelfBattlePlayer, ownerCard.OpponentBattlePlayer);
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption checkerOption, SkillOptionValue optionValue)
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{
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List<IReadOnlyBattleCardInfo> list = cards.ToList();
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Targets = _filters.Filtering(_pair, checkerOption, optionValue).Cast<BattleCardBase>();
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for (int i = 0; i < Targets.Count(); i++)
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{
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list.Remove(Targets.ElementAt(i));
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}
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return list;
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}
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}
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