Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetGiveDamageCardFilter.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

23 lines
715 B
C#

using System.Collections.Generic;
using Wizard.Battle;
public class SkillTargetGiveDamageCardFilter : ISkillTargetFilter
{
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
if (option.FixedDamage.Skill == null)
{
return new IReadOnlyBattleCardInfo[0];
}
BattleCardBase ownerCard = option.FixedDamage.Skill.SkillPrm.ownerCard;
foreach (IBattlePlayerReadOnlyInfo battlePlayerInfo in battlePlayerInfos)
{
if (ownerCard.IsPlayer == battlePlayerInfo.IsPlayer)
{
return new IReadOnlyBattleCardInfo[1] { ownerCard };
}
}
return new IReadOnlyBattleCardInfo[0];
}
}