Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_loop_skill.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

50 lines
1.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
internal class Skill_loop_skill : SkillBase
{
public List<SkillBase> LoopSkillList { get; private set; }
public Skill_loop_skill(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
LoopSkillList = new List<SkillBase>();
}
public override VfxWithLoading Start(CallParameter parameter)
{
VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.IsSkipPpCheck = true;
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.loop_range_before_this_skill);
int count = base.SkillPrm.ownerCard.Skills.IndexOf(this) - num;
num++;
for (int i = 0; i < parameter.targetCards.Count(); i++)
{
IEnumerable<SkillBase> source = parameter.targetCards.ElementAt(i).Skills.Skip(count).Take(num);
bool flag = false;
for (int j = 0; j < source.Count(); j++)
{
SkillBase skillBase = source.ElementAt(j);
bool flag2 = skillBase.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
if (skillBase.IsCheckLastTarget())
{
flag2 = flag2 && flag;
}
else
{
flag = flag2;
}
if (flag2)
{
LoopSkillList.Add(skillBase);
}
}
}
return result;
}
}