Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessTimesPerTurn.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

105 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessTimesPerTurn : SkillPreprocessTimesPerBase
{
private const string SAME_BASE_CARD_ID_TEXT = "same_base_card_id";
private BattleCardBase _owner;
public bool IsSameBaseCardId { get; private set; }
public SkillPreprocessTimesPerTurn(BattleCardBase card, string option)
: base(int.Parse(option.Split(':')[0]))
{
_owner = card;
string[] array = option.Split(':');
IsSameBaseCardId = array.Any((string o) => o == "same_base_card_id");
if (!IsSameBaseCardId && array.Count() > 1)
{
base.BanId = array[1];
}
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (!base.IsRight(playerInfoPair, option, PreexecutionCheck))
{
return false;
}
if (base.BanId != string.Empty)
{
return GetSkillNumInvokeCount(_owner, base.BanId) < _limitCount;
}
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
base.Start(playerPair, skill, skillProcessor, optionValue, checkerOption);
if (_invokeCount == 1)
{
BattlePlayerBase onTurnPlayer = (playerPair.Self.IsSelfTurn ? playerPair.Self : playerPair.Opponent);
Func<SkillProcessor, VfxBase> callStopOneTime = null;
callStopOneTime = delegate
{
_invokeCount = 0;
onTurnPlayer.OnTurnEnd -= callStopOneTime;
return NullVfx.GetInstance();
};
onTurnPlayer.OnTurnEnd += callStopOneTime;
}
return NullVfx.GetInstance();
}
public override void Clone(SkillPreprocessBase source, SkillBase skill)
{
base.Clone(source, skill);
if (source is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
{
_owner = skillPreprocessTimesPerTurn._owner;
base.BanId = skillPreprocessTimesPerTurn.BanId;
}
}
public int GetLimitCount()
{
return _limitCount;
}
public int GetInvokeCount()
{
return _invokeCount;
}
public void ResetInvokeCount()
{
_invokeCount = 0;
}
private int GetSkillNumInvokeCount(BattleCardBase card, string banId)
{
return GetSkillNumInvokeCount(card.NormalSkills, banId) + GetSkillNumInvokeCount(card.EvolutionSkills, banId);
}
private int GetSkillNumInvokeCount(SkillCollectionBase skills, string banId)
{
int num = 0;
for (int i = 0; i < skills.Count(); i++)
{
List<SkillPreprocessBase> preprocessList = skills.ElementAt(i).PreprocessList;
for (int j = 0; j < preprocessList.Count(); j++)
{
if (preprocessList[j] is SkillPreprocessTimesPerTurn && preprocessList[j].BanId == banId)
{
num += (preprocessList[j] as SkillPreprocessTimesPerTurn).GetInvokeCount();
}
}
}
return num;
}
}