Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_invoke_emote.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

22 lines
741 B
C#

using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class Skill_invoke_emote : SkillBase
{
public Skill_invoke_emote(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
string[] array = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_emote, "_OPT_NULL_").Split(':');
if (array.Length < 4)
{
return NullVfxWithLoading.GetInstance();
}
return VfxWithLoading.Create(parameter.targetCards.First().SelfBattlePlayer.Emotion.PlayEmotion((ClassCharaPrm.MotionType)int.Parse(array[1]), (ClassCharaPrm.FaceType)int.Parse(array[0]), array[2], Data.Master.GetEmoteWordText(array[3])));
}
}