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.
32 lines
950 B
C#
32 lines
950 B
C#
using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessReferencePrevious : SkillPreprocessBase
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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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return option.IsRefPrev;
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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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public static SkillBase GetPreviousSkill(SkillCollectionBase skills, SkillBase skill)
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{
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int num = skills.IndexOf(skill) - 1;
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while (num >= 0 && num < skills.Count())
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{
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SkillBase skillBase = skills.Get(num);
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if (!skillBase.PreprocessList.Any((SkillPreprocessBase s) => s is SkillPreprocessReferencePrevious))
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{
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return skillBase;
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}
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num--;
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}
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return null;
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}
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}
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