Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessRandomArrayIndex.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

42 lines
1.2 KiB
C#

using Wizard;
using Wizard.Battle;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessRandomArrayIndex : SkillPreprocessBase
{
private readonly IReadOnlyBattleCardInfo _card;
public int[] RandomIndexes { get; private set; }
public SkillPreprocessRandomArrayIndex(IReadOnlyBattleCardInfo card, int[] randomIndexes)
{
_card = card;
RandomIndexes = randomIndexes;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
int[] skillRandomArray = _card.SkillApplyInformation.SkillRandomArray;
if (skillRandomArray != null)
{
bool flag = false;
for (int i = 0; i < RandomIndexes.Length; i++)
{
if (RandomIndexes[i] >= 0 && RandomIndexes[i] < skillRandomArray.Length)
{
flag = flag || skillRandomArray[RandomIndexes[i]] > 0;
continue;
}
return false;
}
return flag;
}
return false;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
return NullVfx.GetInstance();
}
}