Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessTurnEndStop.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

44 lines
1.4 KiB
C#

using System;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessTurnEndStop : SkillPreprocessBase
{
private readonly string _target;
private int _callCount;
private Func<BattlePlayerReadOnlyInfoPair, int, int, bool> _conditionFunc;
public SkillPreprocessTurnEndStop(string target)
{
string[] array = DisassemblySpecialString(target);
_target = array[0];
_callCount = 0;
_conditionFunc = GetConditionJudgeFunc((array.Length > 1) ? array[1] : string.Empty);
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
BattlePlayerBase battlePlayer = ((_target == "me") ? playerPair.Self : playerPair.Opponent);
Func<SkillProcessor, VfxBase> callStopOneTime = null;
callStopOneTime = delegate(SkillProcessor skillProcessorOneTime)
{
_callCount++;
if (_conditionFunc == null || _conditionFunc(playerPair, _callCount, 0))
{
battlePlayer.OnTurnEnd -= callStopOneTime;
return StopSkill(skill, skillProcessorOneTime);
}
return NullVfx.GetInstance();
};
battlePlayer.OnTurnEnd += callStopOneTime;
return NullVfx.GetInstance();
}
}