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.
43 lines
1.4 KiB
C#
43 lines
1.4 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 SkillParameterSelectRemainActionCountFilter : ISkillParameterSelectFilter
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{
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private string _skillId;
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public SkillParameterSelectRemainActionCountFilter(string option, SkillBase skill)
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{
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string[] array = option.Split(':');
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long num = long.Parse(array[0]);
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if (array.Count() > 1 && array[1] == SkillFilterCreator.ContentKeyword.is_individual.ToString() && skill != null)
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{
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num += skill.IndividualId;
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}
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_skillId = num.ToString();
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}
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public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < cardInfos.Count(); i++)
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{
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IEnumerable<SkillPreprocessBase> source = (cardInfos.ElementAt(i) as BattleCardBase).Skills.SelectMany((SkillBase s) => s.PreprocessList.Where((SkillPreprocessBase p) => p is SkillPreprocessRemoveAfterAction));
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for (int num = 0; num < source.Count(); num++)
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{
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SkillPreprocessRemoveAfterAction skillPreprocessRemoveAfterAction = source.ElementAt(num) as SkillPreprocessRemoveAfterAction;
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if (skillPreprocessRemoveAfterAction.BanId == _skillId)
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{
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list.Add(skillPreprocessRemoveAfterAction.Count);
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break;
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}
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}
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}
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if (list.Count == 0)
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{
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list.Add(0);
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}
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return list;
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}
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}
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