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.
55 lines
1.7 KiB
C#
55 lines
1.7 KiB
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 SkillParameterDestroyedByCardIdAndAbilityFilter : ISkillCardFilter
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{
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private readonly string _parameterText;
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private readonly BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility _ability;
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private readonly string _player = string.Empty;
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public SkillParameterDestroyedByCardIdAndAbilityFilter(string parameterText)
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{
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string[] array = parameterText.Split(':');
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_parameterText = array[0];
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switch (array[1])
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{
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case "when_play":
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_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.WhenPlay;
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break;
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case "when_accelerate":
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_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.Accelerate;
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break;
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case "when_destroy":
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_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.WhenDestroy;
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break;
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default:
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_ability = BattleCardBase.DestroyedBySkillInfo.DestroyedBySkillAbility.None;
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break;
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}
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if (array.Length >= 3)
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{
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_player = array[2].ToString();
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}
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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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int id = option.ParseInt(_parameterText);
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for (int i = 0; i < cards.Count(); i++)
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{
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IReadOnlyBattleCardInfo card = cards.ElementAt(i);
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for (int j = 0; j < card.DestroyedBySkillList.Count; j++)
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{
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BattleCardBase.DestroyedBySkillInfo destroyedBySkillInfo = card.DestroyedBySkillList.ElementAt(j);
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if (destroyedBySkillInfo.BaseCardId == id && destroyedBySkillInfo.Ability == _ability && (!(_player != string.Empty) || !(destroyedBySkillInfo.Player != _player)))
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{
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yield return card;
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}
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}
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}
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}
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}
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