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
1.5 KiB
C#
38 lines
1.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_geton : SkillBase
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{
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public Skill_geton(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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List<BattleCardBase> list = parameter.targetCards.Where((BattleCardBase t) => !t.IsDead).ToList();
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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.GETON, base.UsedRandom, null, base.SkillPrm.ownerCard, this));
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CardParameter baseParameter = item.BaseParameter;
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BuffInfo buffInfo = new BuffInfo(baseParameter.CardId, baseParameter.NormalCardId, this);
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buffInfo.IsGetonSkill = true;
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buffInfo.TargetCard = item;
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base.SkillPrm.ownerCard.AddBuffInfo(buffInfo);
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}
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillGetOn(base.SkillPrm.ownerCard, list.Where((BattleCardBase c) => c.IsDead).ToList());
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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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