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.
32 lines
1.1 KiB
C#
32 lines
1.1 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 SkillTargetPastSummonCardsFilter : ISkillTargetFilter
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{
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private IReadOnlyBattleCardInfo _ownerCard;
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private bool _isTurnEndUpdate;
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public SkillTargetPastSummonCardsFilter(IReadOnlyBattleCardInfo ownerCard, string option)
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{
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_ownerCard = ownerCard;
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_isTurnEndUpdate = option == "turn_end_update";
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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BattleManagerBase ins = BattleManagerBase.GetIns();
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int turn = ins.CurrentTurn;
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bool isTurnEnd = ins.IsTurnEnd;
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foreach (IBattlePlayerReadOnlyInfo battlePlayerInfo in battlePlayerInfos)
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{
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list.AddRange(from c in battlePlayerInfo.SkillInfoGameSummonCards
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where (!_isTurnEndUpdate || !c.IsTurnEnd) && c.Turn >= _ownerCard.DrawTurn && c.IsSelfTurn == _ownerCard.IsPlayer && (!_isTurnEndUpdate || isTurnEnd || !_ownerCard.IsSelfTurn || c.Turn < turn)
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select c.Card);
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}
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return list;
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}
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}
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