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.
78 lines
3.8 KiB
C#
78 lines
3.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_banish : SkillBase
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{
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public override bool IsTargetIndicate => false;
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public Skill_banish(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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bool flag = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.is_open, SkillFilterCreator.ContentKeyword._false.ToStringCustom()) == SkillFilterCreator.ContentKeyword._true.ToStringCustom() || (OnWhenDraw != 0 && base.ApplyingTargetFilter is SkillTargetSelfFilter);
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List<BattleCardBase> list = parameter.targetCards.ToList();
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List<BattleCardBase> list2 = ((!BattleManagerBase.IsForecast) ? list.Where((BattleCardBase c) => c.IsInplay && (!c.SkillApplyInformation.IsBanishByDestroy || !c.SkillApplyInformation.IsIndestructible)).ToList() : null);
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List<BattleCardBase> list3 = ((!BattleManagerBase.IsForecast) ? list.Where((BattleCardBase c) => c.IsInHand).ToList() : null);
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List<BattleCardBase> list4 = ((!BattleManagerBase.IsForecast) ? list.Where((BattleCardBase c) => c.IsInDeck).ToList() : null);
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int count = base.SkillPrm.selfBattlePlayer.DeckCardList.Count;
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int count2 = base.SkillPrm.opponentBattlePlayer.DeckCardList.Count;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase item in list)
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{
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item.FlagCardAsDestroyedBySkill();
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parallelVfxPlayer.Register(item.SelfBattlePlayer.CardManagement(item, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.BANISH, base.UsedRandom, null, null, this, null, flag));
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}
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if (IsBattleLog)
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{
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if (list2 != null)
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{
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BattleLogManager.GetInstance().AddLogSkillDeath(list2, this);
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}
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if (list3 != null)
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{
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BattleLogManager.GetInstance().AddLogSkillBanishHand(list3.Where((BattleCardBase c) => c.IsPlayer).ToList(), isPlayer: true, this);
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BattleLogManager.GetInstance().AddLogSkillBanishHand(list3.Where((BattleCardBase c) => !c.IsPlayer).ToList(), isPlayer: false, this);
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}
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if (list4 != null)
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{
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if (flag)
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{
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foreach (BattleCardBase card in list4)
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{
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if (card.BattleCardView != null)
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{
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List<int> costList = card.BattleCardView.GetUseCostList(card.Cost);
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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card.BattleCardView.UpdateCost(costList, isGenerateInHand: false, playEffect: false, isForceUpdate: true);
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card.BattleCardView.UpdateOffence(card.Atk);
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card.BattleCardView.UpdateLife(card.Life);
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}));
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}
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parallelVfxPlayer.Register(new BanishDeckCardVfx(card.BattleCardView));
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}
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}
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BattleLogManager.GetInstance().AddLogSkillBanishDeck(list4.Where((BattleCardBase c) => c.IsPlayer).ToList(), this, flag);
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BattleLogManager.GetInstance().AddLogSkillBanishDeck(list4.Where((BattleCardBase c) => !c.IsPlayer).ToList(), this, flag);
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if (list4.Any((BattleCardBase c) => c.SelfBattlePlayer == base.SkillPrm.selfBattlePlayer))
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{
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base.SkillPrm.selfBattlePlayer.CallOnChangeDeckAfterEvent(count, parameter.skillProcessor, new List<BattleCardBase>());
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}
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if (list4.Any((BattleCardBase c) => c.SelfBattlePlayer == base.SkillPrm.opponentBattlePlayer))
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{
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base.SkillPrm.opponentBattlePlayer.CallOnChangeDeckAfterEvent(count2, parameter.skillProcessor, new List<BattleCardBase>());
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}
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, list, isFollowInHand: false, addToLastOperation: true));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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}
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