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.
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using System.Collections.Generic;
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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 SkillPreprocessIsActivateSummonCard : SkillPreprocessBase
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{
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private readonly bool _flag;
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private SkillBase _skill;
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public SkillPreprocessIsActivateSummonCard(SkillBase skill, string flag)
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{
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_skill = skill;
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_flag = flag == "true";
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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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int num = 5 - playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Count();
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bool flag = !PreexecutionCheck || num > 0;
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List<Skill_cant_summon.CantSummonInfo> cantSummonList = _skill.SkillPrm.ownerCard.SelfBattlePlayer.Class.SkillApplyInformation.CantSummonList;
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for (int i = 0; i < cantSummonList.Count; i++)
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{
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if (cantSummonList[i] == Skill_cant_summon.CantSummonInfo.DeckSelf)
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{
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flag = false;
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}
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}
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return flag == _flag;
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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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return NullVfx.GetInstance();
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}
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}
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