Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessReferencePrevious.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

32 lines
950 B
C#

using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessReferencePrevious : SkillPreprocessBase
{
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return option.IsRefPrev;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
return NullVfx.GetInstance();
}
public static SkillBase GetPreviousSkill(SkillCollectionBase skills, SkillBase skill)
{
int num = skills.IndexOf(skill) - 1;
while (num >= 0 && num < skills.Count())
{
SkillBase skillBase = skills.Get(num);
if (!skillBase.PreprocessList.Any((SkillPreprocessBase s) => s is SkillPreprocessReferencePrevious))
{
return skillBase;
}
num--;
}
return null;
}
}