Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterLoadTargetCardId.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

29 lines
807 B
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillParameterLoadTargetCardId : ISkillParameterSelectFilter
{
private long _id;
public SkillParameterLoadTargetCardId(string option, SkillBase skill)
{
string[] array = option.Split(':');
_id = long.Parse(array[0]);
if (array.Count() > 1 && array[1] == SkillFilterCreator.ContentKeyword.is_individual.ToString())
{
_id += skill.IndividualId;
}
}
public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
{
List<int> list = new List<int>();
for (int i = 0; i < cardInfos.Count(); i++)
{
list.AddRange(cardInfos.ElementAt(i).SkillApplyInformation.LoadTargetCardId(_id));
}
return list;
}
}