Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessOpenCard.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

91 lines
2.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessOpenCard : SkillPreprocessBase
{
private readonly BattleCardBase _ownerCard;
public const float WAIT_TIME = 0.5f;
public static readonly string HAND_SKILL_1_EFFECT = "stt_act_handskill_1";
public static readonly string HAND_SKILL_1_SE = "se_stt_act_handskill_1";
public SkillPreprocessOpenCard(BattleCardBase ownerCard)
{
_ownerCard = ownerCard;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
skill.SetAndAddPublishedActiveSkillCount();
if (IsOpenCardAfterSkill(skill))
{
return NullVfx.GetInstance();
}
return CreateOpenCardVfx(skill);
}
private bool IsOpenCardAfterSkill(SkillBase skill)
{
if (skill.ApplyingTargetFilter is SkillTargetHandSelfFilter)
{
if (!(skill is Skill_cost_change) && !(skill is Skill_powerup) && !(skill is Skill_power_down))
{
return skill is Skill_power_modifier;
}
return true;
}
return false;
}
public VfxBase CreateOpenCardVfx(SkillBase skill)
{
BattleCardBase ownerCard = _ownerCard;
if (!_ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogOpenCard(_ownerCard);
}
List<BattleCardBase> list = new List<BattleCardBase>();
list.Add(ownerCard);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (ownerCard.SelfBattlePlayer.IsPlayer)
{
if (!IsOpenCardAfterSkill(skill))
{
_ownerCard.SelfBattlePlayer.CallOnOpenCard(_ownerCard);
}
Transform transform = ownerCard.BattleCardView.GameObject.transform;
sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx(HAND_SKILL_1_EFFECT, HAND_SKILL_1_SE, transform, 0.5f, isFollowAll: true));
}
else
{
_ownerCard.SelfBattlePlayer.CallOnOpenCard(_ownerCard);
if (ownerCard.BattleCardView != null)
{
List<int> costList = ownerCard.BattleCardView.GetUseCostList(ownerCard.Cost, useNomalCost: true);
bool isInHand = ownerCard.IsInHand;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
ownerCard.BattleCardView.UpdateCost(costList, isGenerateInHand: true, playEffect: true, isInHand);
}));
}
sequentialVfxPlayer.Register(new OpenCardFromHandVfx(ownerCard.BattleCardView, ownerCard.IsLegend));
sequentialVfxPlayer.Register(new PlayerEndDrawVfx(list));
if (ownerCard == ownerCard.LastDrawOpenCard)
{
sequentialVfxPlayer.Register(ownerCard.SelfBattlePlayer.BattleView.HandView.ShuffleHand());
}
}
return sequentialVfxPlayer;
}
}