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.
38 lines
1.1 KiB
C#
38 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 SkillUpdateDeckMomentTribeFilter : ISkillCardFilter
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{
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private readonly CardBasePrm.TribeType _type;
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private readonly bool _isEqual;
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public SkillUpdateDeckMomentTribeFilter(CardBasePrm.TribeType tribe, string op)
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{
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_type = tribe;
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_isEqual = op == "=";
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}
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private bool JudgeUpdateDeckMomentTribe(IReadOnlyBattleCardInfo readOnlyBattleCard, CardBasePrm.TribeType tribe)
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{
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BattleCardBase card = readOnlyBattleCard as BattleCardBase;
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List<List<CardBasePrm.TribeType>> list = (from c in card.SelfBattlePlayer.GameUpdateDeckMomentTribe
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where c.Card == card
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select c.Tribes).ToList();
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for (int num = 0; num < list.Count; num++)
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{
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if (list[num].Contains(tribe))
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{
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return true;
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}
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}
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return false;
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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return cards.Where((IReadOnlyBattleCardInfo c) => JudgeUpdateDeckMomentTribe(c, _type) == _isEqual);
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}
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}
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