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.
46 lines
1.6 KiB
C#
46 lines
1.6 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 SkillParameterTurnDamageValueFilter : ISkillParameterSelectFilter
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{
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private readonly TurnPlayerInfo _turnPlayerInfo;
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private Dictionary<string, int> _searchedTurnDamageDictionary;
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public SkillParameterTurnDamageValueFilter(string option)
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{
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_turnPlayerInfo = new TurnPlayerInfo(option);
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if (_turnPlayerInfo.IsAllTurn)
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{
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_searchedTurnDamageDictionary = new Dictionary<string, int>();
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}
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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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IEnumerable<int> enumerable = null;
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if (_turnPlayerInfo.IsAllTurn)
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{
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IEnumerable<List<DamageCardParameterModifier>> enumerable2 = cardInfos.Select((IReadOnlyBattleCardInfo c) => c.SkillApplyInformation.GetSpecificTurnDamageValueList(c, _turnPlayerInfo));
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_searchedTurnDamageDictionary.Clear();
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foreach (List<DamageCardParameterModifier> item in enumerable2)
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{
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for (int num = 0; num < item.Count; num++)
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{
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if (_searchedTurnDamageDictionary.Keys.Contains(item[num].Turn.ToString() + item[num].IsSelfTurn))
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{
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_searchedTurnDamageDictionary[item[num].Turn.ToString() + item[num].IsSelfTurn] += item[num].Damage;
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}
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else
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{
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_searchedTurnDamageDictionary.Add(item[num].Turn.ToString() + item[num].IsSelfTurn, item[num].Damage);
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}
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}
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}
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return _searchedTurnDamageDictionary.Values;
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}
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return cardInfos.Select((IReadOnlyBattleCardInfo c) => c.SkillApplyInformation.GetSpecificTurnDamageValue(c, _turnPlayerInfo));
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}
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}
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