Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_heal.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

69 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_heal : SkillBase
{
private const int NONE_AMOUNT = -1;
protected List<BattleCardBase.HealResult> HealResultList = new List<BattleCardBase.HealResult>();
public Skill_heal(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.healing, 0);
List<BattleCardBase.HealResult> list = new List<BattleCardBase.HealResult>();
List<BattleCardBase> list2 = new List<BattleCardBase>();
if (num == -1)
{
return NullVfxWithLoading.GetInstance();
}
for (int i = 0; i < parameter.targetCards.Count(); i++)
{
BattleCardBase battleCardBase = parameter.targetCards.ElementAt(i);
battleCardBase.SelfBattlePlayer.HealingCards.Add(battleCardBase);
list2.Add(battleCardBase.VirtualClone(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer));
BattleCardBase.HealParam healParam = new BattleCardBase.HealParam(num, base.SkillPrm.ownerCard, battleCardBase);
BattleCardBase.HealResult item = battleCardBase.ApplyHealing(healParam, parameter.skillProcessor);
list.Add(item);
}
RegisterHealTriggerSkill(parameter.skillProcessor, parameter.targetCards, list);
HealResultList = list;
VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
foreach (BattleCardBase.HealResult item2 in list)
{
parallelVfxPlayer.Register(item2.PrehealVfxVfx);
parallelVfxPlayer2.Register(item2.HealVfx);
parallelVfxPlayer3.Register(item2.PosthealVfxVfx);
base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillHealValue(item2.HealAmount);
}
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillHeal(list2, list, this);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer, vfxWithLoading.MainVfx, parallelVfxPlayer2, parallelVfxPlayer3);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
return vfxWithLoadingSequential;
}
private void RegisterHealTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> target, List<BattleCardBase.HealResult> healResult)
{
for (int i = 0; i < target.Count(); i++)
{
BattleCardBase battleCardBase = target.ElementAt(i);
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(battleCardBase.SelfBattlePlayer, battleCardBase.OpponentBattlePlayer);
skillProcessor.Register(battleCardBase.Skills.CreateWhenHealing(battleCardBase, skillProcessor, playerInfoPair, healResult[i].HealAmount));
}
base.SkillPrm.selfBattlePlayer.StartSkillWhenHealingSelfAndOther(target.ToList(), skillProcessor, healResult.Select((BattleCardBase.HealResult h) => h.HealAmount).ToList());
}
}