Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessRandomCount.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

29 lines
864 B
C#

using Wizard;
using Wizard.Battle;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessRandomCount : SkillPreprocessBase
{
private readonly int _randomCount;
private readonly IReadOnlyBattleCardInfo _card;
public int RandomCount => _randomCount;
public SkillPreprocessRandomCount(IReadOnlyBattleCardInfo card, int randomCount)
{
_card = card;
_randomCount = randomCount;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return _card.SkillApplyInformation.SkillRandomCount == _randomCount;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
return NullVfx.GetInstance();
}
}