Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_extra_turn.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

39 lines
1.2 KiB
C#

using Wizard.Battle.View.Vfx;
public class Skill_extra_turn : SkillBase
{
public Skill_extra_turn(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
if (BattleManagerBase.IsForecast)
{
return NullVfxWithLoading.GetInstance();
}
int addTurn = GetAddTurn();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase targetCard in parameter.targetCards)
{
VfxBase vfx = targetCard.SkillApplyInformation.GiveExtraTurn(addTurn);
parallelVfxPlayer.Register(vfx);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
public int GetAddTurn()
{
return base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add, 0);
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
return base.Stop(skillProcessor);
}
}