Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetDrewSkillFilter.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

29 lines
752 B
C#

using System.Collections.Generic;
using Wizard.Battle;
public class SkillTargetDrewSkillFilter : ISkillCardFilter
{
private BattleCardBase _ownerCard;
private bool _isSelf;
public SkillTargetDrewSkillFilter(IReadOnlyBattleCardInfo ownerCard, string option)
{
_ownerCard = ownerCard as BattleCardBase;
_isSelf = option == "self";
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
foreach (IReadOnlyBattleCardInfo card in cards)
{
if (_isSelf && _ownerCard.SelfBattlePlayer.DrewSkillCard == card)
{
list.Add(card);
}
}
return list;
}
}