Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterDestroyedByCardIdAndAbilityFilter.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

55 lines
1.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillParameterDestroyedByCardIdAndAbilityFilter : ISkillCardFilter
{
private readonly string _parameterText;
private readonly BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility _ability;
private readonly string _player = string.Empty;
public SkillParameterDestroyedByCardIdAndAbilityFilter(string parameterText)
{
string[] array = parameterText.Split(':');
_parameterText = array[0];
switch (array[1])
{
case "when_play":
_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.WhenPlay;
break;
case "when_accelerate":
_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.Accelerate;
break;
case "when_destroy":
_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.WhenDestroy;
break;
default:
_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.None;
break;
}
if (array.Length >= 3)
{
_player = array[2].ToString();
}
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
int id = option.ParseInt(_parameterText);
for (int i = 0; i < cards.Count(); i++)
{
IReadOnlyBattleCardInfo card = cards.ElementAt(i);
for (int j = 0; j < card.DestroyedBySkillList.Count; j++)
{
BattleCardBase.DestroyedBySkillInfo destroyedBySkillInfo = card.DestroyedBySkillList.ElementAt(j);
if (destroyedBySkillInfo.BaseCardId == id && destroyedBySkillInfo.Ability == _ability && (!(_player != string.Empty) || !(destroyedBySkillInfo.Player != _player)))
{
yield return card;
}
}
}
}
}