Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterDistinctRandomSelectedFilter.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

38 lines
1.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillParameterDistinctRandomSelectedFilter : ISkillParameterSelectFilter
{
private int _id;
private int _index;
public SkillParameterDistinctRandomSelectedFilter(string str)
{
string[] array = str.Split(':');
_id = int.Parse(array[0]);
_index = int.Parse(array[1]);
}
public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
{
return cardInfos.Select(delegate(IReadOnlyBattleCardInfo c)
{
BattleCardBase battleCardBase = c as BattleCardBase;
for (int i = 0; i < battleCardBase.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills.Count(); i++)
{
if (battleCardBase.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills.ElementAt(i) is Skill_random_array { GetAttachSkill: not null } skill_random_array && skill_random_array.GetAttachSkill.SkillPrm.ownerCard.BaseParameter.BaseCardId == _id && skill_random_array.SelectedIndex.ContainsKey(battleCardBase))
{
if (!skill_random_array.SelectedIndex[battleCardBase].Contains(_index))
{
return 0;
}
return 1;
}
}
return 0;
});
}
}