Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_no_duplication_random_array.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

78 lines
2.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_no_duplication_random_array : SkillBase
{
protected Dictionary<BattleCardBase, List<int>> _selectedIndex = new Dictionary<BattleCardBase, List<int>>();
public override bool IsAllowDestroyTarget => true;
public Skill_no_duplication_random_array(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
int num = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.random_range, -1);
int num2 = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.sum, -1);
bool flag = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.show_battle_log) == "true";
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
foreach (BattleCardBase targetCard in parameter.targetCards)
{
if (!_selectedIndex.ContainsKey(targetCard))
{
_selectedIndex[targetCard] = new List<int>();
}
int[] array = ((targetCard.SkillApplyInformation.SkillRandomArray == null) ? new int[num] : targetCard.SkillApplyInformation.SkillRandomArray);
for (int i = 0; i < num2; i++)
{
List<int> list = new List<int>();
for (int j = 0; j < num; j++)
{
if (array[j] == 0 && !_selectedIndex[targetCard].Contains(j))
{
list.Add(j);
}
}
if (list.Count() == 0)
{
break;
}
int randomCount = GetRandomCount(list.Count);
_selectedIndex[targetCard].Add(list[randomCount]);
array[list[randomCount]]++;
}
sequentialVfxPlayer.Register(targetCard.SkillApplyInformation.GiveSkillRandomArray(array));
SetOnLoseEvent(targetCard, null, null);
if (IsBattleLog && flag)
{
BattleLogManager.GetInstance().AddLogSkillRandomArray(parameter.targetCards.ToList(), array, this);
}
}
return VfxWithLoading.Create(sequentialVfxPlayer);
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
_selectedIndex.Clear();
return base.Stop(skillProcessor);
}
private int GetRandomCount(int range)
{
return base.SkillPrm.selfBattlePlayer.BattleMgr.StableRandom(range);
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
_selectedIndex.Remove(card);
return NullVfx.GetInstance();
};
}
}