Files
SVSimServer/SVSim.BattleEngine/Engine/SkillParameterSelectRemainActionCountFilter.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

43 lines
1.4 KiB
C#

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