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.
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using System;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessDamageAfterStop : SkillPreprocessBase
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{
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return true;
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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SetUp(skill);
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return NullVfx.GetInstance();
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}
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public override void Clone(SkillPreprocessBase source, SkillBase skill)
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{
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SetUp(skill);
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}
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private void SetUp(SkillBase skill)
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{
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bool isTargetClass = skill.ApplyCardFilterList.Any((ISkillCardFilter f) => f is SkillClassFilter);
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Func<SkillProcessor, VfxBase> callStopOneTime = null;
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callStopOneTime = delegate(SkillProcessor skillProcessorOneTime)
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{
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if (isTargetClass)
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{
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skill.SkillPrm.ownerCard.SelfBattlePlayer.Class.OnDamageAfter -= callStopOneTime;
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}
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else
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{
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skill.SkillPrm.ownerCard.OnDamageAfter -= callStopOneTime;
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}
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return StopSkill(skill, skillProcessorOneTime);
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};
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if (isTargetClass)
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{
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skill.SkillPrm.ownerCard.SelfBattlePlayer.Class.OnDamageAfter += callStopOneTime;
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}
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else
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{
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skill.SkillPrm.ownerCard.OnDamageAfter += callStopOneTime;
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}
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}
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}
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