Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_change_union_burst_count.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

42 lines
1.5 KiB
C#

using UnityEngine;
using Wizard.Battle.View.Vfx;
public class Skill_change_union_burst_count : SkillBase
{
private const string EFFECT_FILE_NAME = "stt_act_costdown_1";
private const string SE_FILE_NAME = "se_stt_act_costdown_1";
public const int DEFAULT_UNION_BURST_COUNT = 10;
public Skill_change_union_burst_count(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, -1);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
foreach (BattleCardBase targetCard in parameter.targetCards)
{
targetCard.SkillApplyInformation.GiveUnionBurstCount(new UnionBurstCountAddModifier(-num));
if (targetCard.HasUnionBurst && (targetCard.IsPlayer || GameMgr.GetIns().IsAdminWatch))
{
GameObject effectGameObject = null;
vfxWithLoadingSequential.RegisterToLoadingVfx(new WaitLoadEffectAndSetSeVfx("stt_act_costdown_1", "se_stt_act_costdown_1", delegate(GameObject e)
{
effectGameObject = e;
}));
vfxWithLoadingSequential.RegisterToMainVfx(new PlayEffectAndSeVfx(() => effectGameObject, targetCard.BattleCardView.Transform, isFollow: false, isFollowPosition: false, isFollowAll: true));
}
}
return vfxWithLoadingSequential;
}
public int GetGainUnionBurstCount()
{
return base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_union_burst_count, 0);
}
}