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