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.
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTurnStartSkill : SkillPreprocessBase
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{
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private string _target;
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private string _timingText;
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private int _turnCount;
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private int _turnStartCallCount;
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private Func<SkillProcessor, VfxBase> _addTurnStartCallCountOnPlayerTurn;
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public SkillPreprocessTurnStartSkill(BattleCardBase ownerCard, string target)
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{
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SkillPreprocessTurnStartSkill skillPreprocessTurnStartSkill = this;
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_turnStartCallCount = 0;
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List<string> list = DisassemblySpecialString(target).ToList();
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_target = list[0];
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BattlePlayerBase battlePlayer = ((_target == "me") ? ownerCard.SelfBattlePlayer : ownerCard.OpponentBattlePlayer);
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string[] array = list[1].Split('=');
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_timingText = array[0];
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_turnCount = int.Parse(array[1]);
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_addTurnStartCallCountOnPlayerTurn = delegate
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{
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if (battlePlayer.IsSelfTurn)
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{
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skillPreprocessTurnStartSkill._turnStartCallCount++;
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return NullVfx.GetInstance();
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}
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return NullVfx.GetInstance();
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};
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string timingText = _timingText;
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if (timingText != null && timingText == "me_turn_start_count")
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{
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battlePlayer.OnTurnStartBeforeDraw += _addTurnStartCallCountOnPlayerTurn;
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}
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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 _turnStartCallCount >= _turnCount;
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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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BattlePlayerBase battlePlayerBase = ((_target == "me") ? playerPair.Self : playerPair.Opponent);
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string timingText = _timingText;
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if (timingText != null && timingText == "me_turn_start_count")
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{
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battlePlayerBase.OnTurnStartBeforeDraw -= _addTurnStartCallCountOnPlayerTurn;
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}
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return NullVfx.GetInstance();
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}
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}
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