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.
25 lines
786 B
C#
25 lines
786 B
C#
using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessSkillId : SkillPreprocessBase
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{
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private long _skillId;
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public SkillPreprocessSkillId(long skillId)
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{
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_skillId = skillId;
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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 true;
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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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BattleCardBase.SkillActivationInfo item = new BattleCardBase.SkillActivationInfo(_skillId, skill);
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skill.SkillPrm.selfBattlePlayer.Class.SkillActivationList.Add(item);
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return NullVfx.GetInstance();
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}
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}
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