Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using Wizard;
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using Wizard.Battle;
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public class SkillFilterVariable
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{
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private readonly BattlePlayerReadOnlyInfoPair m_playerInfoPair;
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private readonly IReadOnlyBattleCardInfo m_ownerCardInfo;
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private readonly SkillConditionCheckerOption _checkerOption;
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private readonly bool _isPrePlay;
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private readonly SkillBase _skill;
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public SkillFilterVariable(BattlePlayerReadOnlyInfoPair playerInfoPair, IReadOnlyBattleCardInfo ownerCardInfo, bool isPrePlay, SkillBase skill, SkillConditionCheckerOption checkerOption = null)
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{
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m_playerInfoPair = playerInfoPair;
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m_ownerCardInfo = ownerCardInfo;
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_checkerOption = ((checkerOption != null) ? checkerOption : new SkillConditionCheckerOption());
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_isPrePlay = isPrePlay;
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_skill = skill;
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}
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public int Parse(string text)
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{
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VariableSkillFilterCollection variableSkillFilterCollection = new VariableSkillFilterCollection(_checkerOption.IsSkipPrivateCardCheck);
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SkillFilterCreator.SetupVariable(variableSkillFilterCollection, text, m_ownerCardInfo, _skill);
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return variableSkillFilterCollection.Filtering(m_playerInfoPair, _checkerOption, _isPrePlay);
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}
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}
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