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.
79 lines
3.0 KiB
C#
79 lines
3.0 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
public class SkillNoDuplicationRandomSelectInOrderFilter : ISkillSelectFilter
|
|
{
|
|
private readonly string _randomSelectCount;
|
|
|
|
private readonly ISkillParameterSelectFilter _sortFilter;
|
|
|
|
private readonly ISkillParameterSelectFilter _duplicationFilter;
|
|
|
|
private readonly ISkillCalcFilter _orderFilter;
|
|
|
|
private string _assertionHeadMessage = "id_no_duplication_random_count_in_order=";
|
|
|
|
public SkillNoDuplicationRandomSelectInOrderFilter(string optionText, SkillBase skill)
|
|
{
|
|
string[] array = optionText.Split(':');
|
|
_assertionHeadMessage += optionText;
|
|
_duplicationFilter = CheckParamFilter(array[0], skill);
|
|
_sortFilter = CheckParamFilter(array[1], skill);
|
|
switch (array[2])
|
|
{
|
|
case "descending":
|
|
_orderFilter = new SkillCalcMaxFilter();
|
|
break;
|
|
case "ascending":
|
|
_orderFilter = new SkillCalcMinFilter();
|
|
break;
|
|
default:
|
|
_orderFilter = new SkillCalcMaxFilter();
|
|
break;
|
|
}
|
|
_randomSelectCount = array[3];
|
|
}
|
|
|
|
public int CalcCount(SkillOptionValue option)
|
|
{
|
|
return option.ParseInt(_randomSelectCount);
|
|
}
|
|
|
|
public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
|
|
{
|
|
int num = CalcCount(option);
|
|
List<BattleCardBase> list = new List<BattleCardBase>();
|
|
BattleManagerBase ins = BattleManagerBase.GetIns();
|
|
cards = cards.OrderBy((BattleCardBase x) => x.Index);
|
|
List<BattleCardBase> list2 = cards.ToList();
|
|
bool flag = list.Count < num;
|
|
while (flag && list2.Count > 0)
|
|
{
|
|
int LotteringValue = _orderFilter.Filtering(_sortFilter.Filtering(list2));
|
|
List<BattleCardBase> list3 = list2.Where((BattleCardBase card) => _sortFilter.Filtering(new BattleCardBase[1] { card }).FirstOrDefault() == LotteringValue).ToList();
|
|
while (flag && list3.Count > 0)
|
|
{
|
|
int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(list3.Count()) : 0);
|
|
BattleCardBase battleCardBase = list3[index];
|
|
list.Add(battleCardBase);
|
|
int duplicationValue = _duplicationFilter.Filtering(new BattleCardBase[1] { battleCardBase }).FirstOrDefault();
|
|
list2 = list2.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
|
|
list3 = list3.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
|
|
flag = list.Count < num;
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
private ISkillParameterSelectFilter CheckParamFilter(string optionText, SkillBase skill)
|
|
{
|
|
SkillFilterCreator.ParseContentInfo(optionText, out var retParsedInfo);
|
|
ISkillParameterSelectFilter skillParameterSelectFilter = SkillFilterCreator.CreateParameterSelectFilter(retParsedInfo.Name, retParsedInfo, skill);
|
|
if (skillParameterSelectFilter == null)
|
|
{
|
|
skillParameterSelectFilter = new SkillParameterSelectCostFilter();
|
|
}
|
|
return skillParameterSelectFilter;
|
|
}
|
|
}
|