Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_guard.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

88 lines
3.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_guard : SkillBase
{
private class GuardInfoContainer : BuffInfoContainer
{
public GuardInfo GuardInfo { get; private set; }
public GuardInfoContainer(BattleCardBase card, BuffInfo info, GuardInfo guardInfo)
: base(card, info, -1, "", null, 0L)
{
GuardInfo = guardInfo;
}
}
protected List<BattleCardBase> _targetCards;
public Skill_guard(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
SetDuplicateBanSkillNum();
}
public override VfxWithLoading Start(CallParameter parameter)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
_targetCards = parameter.targetCards.ToList();
if (base.DuplicateBanSkillNum != string.Empty)
{
_targetCards = _targetCards.Where((BattleCardBase c) => !c.SkillApplyInformation.GuardInfo.Any((GuardInfo g) => (!base.IsDuplicateBanSelfSkill || g.OwnerCard == base.SkillPrm.ownerCard) && g.DuplicateBanSkillNum == base.DuplicateBanSkillNum)).ToList();
}
foreach (BattleCardBase targetCard in _targetCards)
{
GuardInfo guardInfo = new GuardInfo(base.SkillPrm.ownerCard, base.DuplicateBanSkillNum);
VfxBase vfx = targetCard.SkillApplyInformation.GiveGuard(guardInfo);
BattleCardBase battleCardBase = targetCard;
BuffInfo buffInfo = AddBuffInfoIfNeeded(targetCard);
GuardInfoContainer guardInfoContainer = new GuardInfoContainer(battleCardBase, buffInfo, guardInfo);
buffInfoContainer.Add(guardInfoContainer);
SetOnLoseEvent(battleCardBase, buffInfo, guardInfoContainer);
List<BattleCardBase> list = new List<BattleCardBase>();
list.Add(targetCard);
BattlePlayerPair playerInfoPair = new BattlePlayerPair(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer);
parameter.skillProcessor.Register(battleCardBase.Skills.CreateWhenAttachAbilityInfo(parameter.skillProcessor, playerInfoPair, this, BattlePlayerBase.ConvertToSkillInfoCollection(list)));
parallelVfxPlayer.Register(vfx);
}
if (IsBattleLog && _targetCards.Count() > 0)
{
BattleLogManager.GetInstance().AddLogSkillGain(_targetCards.ToList(), this, SkillGainType.Guard);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, _targetCards));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
base.Stop(skillProcessor);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
List<BattleCardBase> list = new List<BattleCardBase>();
foreach (GuardInfoContainer item in buffInfoContainer)
{
VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveGuard(item.GuardInfo);
list.Add(item._targetCard);
item._targetCard.RemoveBuffInfo(item._buffInfo);
parallelVfxPlayer.Register(vfx);
}
CallOnUpdateSkillEffect(list);
buffInfoContainer.Clear();
return VfxWithLoading.Create(parallelVfxPlayer);
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
card.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
return card.SkillApplyInformation.ForceDepriveGuard();
};
}
}