Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessUseEvolutionPoint.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

47 lines
1.7 KiB
C#

using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessUseEvolutionPoint : SkillPreprocessBase
{
private readonly int _consumeValue;
private readonly BattleCardBase _ownerCard;
public SkillPreprocessUseEvolutionPoint(int count, BattleCardBase ownerCard)
{
_consumeValue = count;
_ownerCard = ownerCard;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (playerInfoPair.ReadOnlySelf.EvolveWaitTurnCount <= 0)
{
return playerInfoPair.ReadOnlySelf.CurrentEpCount >= _consumeValue;
}
return false;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
int currentEpCount = playerPair.ReadOnlySelf.CurrentEpCount;
int num = currentEpCount - _consumeValue;
int epTotal = playerPair.Self.EpTotal;
playerPair.Self.UseEpCount(_consumeValue);
playerPair.Self.StartSkillWhenUseEpSelfAndOther(skillProcessor);
playerPair.Self.CallOnEpModifier(_ownerCard, _consumeValue * -1, isAdd: true);
if (playerPair.Self.BattleMgr is NetworkStandardBattleMgr networkStandardBattleMgr)
{
networkStandardBattleMgr.RegisterUseEpTrigger(playerPair.Self);
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(new EpChangeVfx(playerPair.Self, currentEpCount, num, epTotal));
if (!playerPair.Self.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogSkillSetEP(num, playerPair.Self.Class, skill);
}
return parallelVfxPlayer;
}
}