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.
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessUsePp : SkillPreprocessBase
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{
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private readonly int _consumeValue;
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public int ConsumeValue => _consumeValue;
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public SkillPreprocessUsePp(int count)
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{
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_consumeValue = count;
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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 playerInfoPair.ReadOnlySelf.Pp >= _consumeValue;
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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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playerPair.Self.Pp -= _consumeValue;
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playerPair.Self.AddGameUsedPp(_consumeValue);
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if (!skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().AddLogSkillUsePp(skill, skill.SkillPrm.ownerCard.SelfBattlePlayer.Class, -_consumeValue);
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}
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playerPair.Self.CallOnAddPp(_consumeValue * -1, skill.SkillPrm.ownerCard);
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return new PpChangeVfx(skill.SkillPrm.ownerCard.SelfBattlePlayer);
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}
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}
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