Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessTurnStartSkillAfterStop.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

34 lines
1.6 KiB
C#

using System;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessTurnStartSkillAfterStop : SkillPreprocessSkillAfterStopBase
{
public SkillPreprocessTurnStartSkillAfterStop(string target)
: base(target)
{
}
protected override VfxBase OnStart(BattlePlayerPair playerPair, SkillBase skill, BattlePlayerBase battlePlayer, BattlePlayerBase battleEnemy, Func<SkillProcessor, VfxBase> addTurnEndCallCountOnPlayerTurn, Func<SkillProcessor, VfxBase> addTurnEndCallCountOnEnemyTurn)
{
Func<SkillProcessor, VfxBase> callStopOnTurnStartSkillAfter = null;
callStopOnTurnStartSkillAfter = delegate(SkillProcessor _)
{
_callCount++;
if ((_conditionFuncList.Count > 0 && _conditionFuncList.All((Func<BattlePlayerReadOnlyInfoPair, int, int, bool> s) => s(playerPair, _callCount, _turnEndCallCount))) || _conditionFuncList.Count == 0)
{
BattlePlayerBase battlePlayerBase2 = battlePlayer;
battlePlayerBase2.OnTurnStartSkillAfter = (Func<SkillProcessor, VfxBase>)Delegate.Remove(battlePlayerBase2.OnTurnStartSkillAfter, callStopOnTurnStartSkillAfter);
battlePlayer.OnTurnEnd -= addTurnEndCallCountOnPlayerTurn;
battleEnemy.OnTurnEnd -= addTurnEndCallCountOnEnemyTurn;
return StopSkill(skill, _);
}
return NullVfx.GetInstance();
};
BattlePlayerBase battlePlayerBase = battlePlayer;
battlePlayerBase.OnTurnStartSkillAfter = (Func<SkillProcessor, VfxBase>)Delegate.Combine(battlePlayerBase.OnTurnStartSkillAfter, callStopOnTurnStartSkillAfter);
return NullVfx.GetInstance();
}
}