Files
SVSimServer/SVSim.BattleEngine/Engine/SkillLeaderSkinIdFilter.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

39 lines
983 B
C#

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