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.
44 lines
1.6 KiB
C#
44 lines
1.6 KiB
C#
using System;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessUnitAttackStop : SkillPreprocessBase
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{
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private const string REMOVE_TARGET_SELF = "me";
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private readonly string _target = "";
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public SkillPreprocessUnitAttackStop(string target)
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{
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_target = target;
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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 true;
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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 battlePlayer = ((_target == "me") ? playerPair.Self : playerPair.Opponent);
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Func<BattleCardBase, BattleCardBase, SkillProcessor, VfxBase> callStopOneTime = null;
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callStopOneTime = delegate(BattleCardBase attackCard, BattleCardBase target, SkillProcessor skillProcessorOneTime)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (attackCard.SelfBattlePlayer == battlePlayer)
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{
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sequentialVfxPlayer.Register(StopSkill(skill, skillProcessorOneTime));
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battlePlayer.BattleMgr.OperateMgr.OnBeforeAttack -= callStopOneTime;
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}
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return sequentialVfxPlayer;
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};
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battlePlayer.BattleMgr.OperateMgr.OnBeforeAttack += callStopOneTime;
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skill.SkillPrm.ownerCard.OnRemoveFromInPlayAfterOneTime += delegate
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{
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battlePlayer.BattleMgr.OperateMgr.OnBeforeAttack -= callStopOneTime;
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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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}
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