Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_geton.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

38 lines
1.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_geton : SkillBase
{
public Skill_geton(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
List<BattleCardBase> list = parameter.targetCards.Where((BattleCardBase t) => !t.IsDead).ToList();
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase item in list)
{
item.FlagCardAsDestroyedBySkill();
parallelVfxPlayer.Register(item.SelfBattlePlayer.CardManagement(item, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.GETON, base.UsedRandom, null, base.SkillPrm.ownerCard, this));
CardParameter baseParameter = item.BaseParameter;
BuffInfo buffInfo = new BuffInfo(baseParameter.CardId, baseParameter.NormalCardId, this);
buffInfo.IsGetonSkill = true;
buffInfo.TargetCard = item;
base.SkillPrm.ownerCard.AddBuffInfo(buffInfo);
}
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillGetOn(base.SkillPrm.ownerCard, list.Where((BattleCardBase c) => c.IsDead).ToList());
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, list, isFollowInHand: false, addToLastOperation: true));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
}