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.
35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillTargetOverCostFromLastTargetFilter : ISkillCustomSelectFilter
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{
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public List<IReadOnlyBattleCardInfo> KeyDestroyedCard { get; private set; }
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
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{
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KeyDestroyedCard = new List<IReadOnlyBattleCardInfo>();
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BattleManagerBase ins = BattleManagerBase.GetIns();
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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List<IReadOnlyBattleCardInfo> selectKeyCards = battlePlayerInfos.SelectMany((IBattlePlayerReadOnlyInfo s) => s.SkillInfoLastTargets.First()).ToList();
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List<IReadOnlyBattleCardInfo> list2 = cards.OrderBy((IReadOnlyBattleCardInfo x) => x.Index).ToList();
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int i = 0;
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int count = selectKeyCards.Count;
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while (i < count)
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{
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IEnumerable<IReadOnlyBattleCardInfo> source = list2.Where((IReadOnlyBattleCardInfo c) => c.Cost > selectKeyCards[i].Cost);
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if (source.Count() > 0)
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{
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KeyDestroyedCard.Add(selectKeyCards[i]);
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int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(source.Count()) : 0);
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IReadOnlyBattleCardInfo item = source.ElementAtOrDefault(index);
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list.Add(item);
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list2.Remove(item);
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}
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int num = i + 1;
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i = num;
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}
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return list;
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}
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}
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