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.
39 lines
983 B
C#
39 lines
983 B
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillLeaderSkinIdFilter : ISkillCardFilter
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{
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private readonly int _id;
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private readonly bool _isEqual;
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public SkillLeaderSkinIdFilter(int id, string op)
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{
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_id = id;
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_isEqual = op == "=";
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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for (int i = 0; i < cards.Count(); i++)
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{
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IReadOnlyBattleCardInfo readOnlyBattleCardInfo = cards.ElementAt(i);
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if (readOnlyBattleCardInfo.IsPlayer)
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{
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if (dataMgr.GetPlayerSkinId() == _id && _isEqual)
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{
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list.Add(readOnlyBattleCardInfo);
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}
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}
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else if (dataMgr.GetEnemySkinId() == _id && _isEqual)
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{
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list.Add(readOnlyBattleCardInfo);
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}
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}
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return list;
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}
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}
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