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.
59 lines
2.2 KiB
C#
59 lines
2.2 KiB
C#
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_force_skill_target : SkillBase
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{
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public Skill_force_skill_target(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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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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VfxBase vfx = targetCard.SkillApplyInformation.GiveForceSkillTarget();
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BattleCardBase battleCardBase = targetCard;
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BuffInfo buffInfo = AddBuffInfoIfNeeded(targetCard);
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BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase, buffInfo, -1, "", null, 0L);
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base.buffInfoContainer.Add(buffInfoContainer);
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SetOnLoseEvent(battleCardBase, buffInfo, buffInfoContainer);
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parallelVfxPlayer.Register(vfx);
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}
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if (IsBattleLog && parameter.targetCards.Count() > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.ForceSkillTarget);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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base.Stop(skillProcessor);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BuffInfoContainer item in buffInfoContainer)
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{
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VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveForceSkillTarget();
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item._targetCard.RemoveBuffInfo(item._buffInfo);
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parallelVfxPlayer.Register(vfx);
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}
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buffInfoContainer.Clear();
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return VfxWithLoading.Create(parallelVfxPlayer);
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}
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public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
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{
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targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
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{
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card.RemoveBuffInfo(buff);
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buffInfoContainer.Remove(container);
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return card.SkillApplyInformation.ForceDepriveForceSkillTarget();
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};
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}
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}
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