Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetOverCostFromLastTargetFilter.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

35 lines
1.4 KiB
C#

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