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.
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessRandomArrayIndex : SkillPreprocessBase
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{
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private readonly IReadOnlyBattleCardInfo _card;
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public int[] RandomIndexes { get; private set; }
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public SkillPreprocessRandomArrayIndex(IReadOnlyBattleCardInfo card, int[] randomIndexes)
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{
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_card = card;
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RandomIndexes = randomIndexes;
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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[] skillRandomArray = _card.SkillApplyInformation.SkillRandomArray;
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if (skillRandomArray != null)
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{
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bool flag = false;
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for (int i = 0; i < RandomIndexes.Length; i++)
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{
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if (RandomIndexes[i] >= 0 && RandomIndexes[i] < skillRandomArray.Length)
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{
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flag = flag || skillRandomArray[RandomIndexes[i]] > 0;
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continue;
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}
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return false;
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}
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return flag;
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}
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return false;
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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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