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.
34 lines
970 B
C#
34 lines
970 B
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.View.Vfx;
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public class Skill_random_attack : SkillBase
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{
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public Skill_random_attack(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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List<BattleCardBase> list = parameter.targetCards.ToList();
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for (int i = 0; i < list.Count; i++)
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{
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BattleCardBase battleCardBase = list[i];
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buffInfoContainer.Add(new BuffInfoContainer(battleCardBase, null, -1, "", null, 0L));
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battleCardBase.SkillApplyInformation.GiveRandomAttack();
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}
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return NullVfxWithLoading.GetInstance();
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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for (int i = 0; i < buffInfoContainer.Count; i++)
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{
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buffInfoContainer[i]._targetCard.SkillApplyInformation.DepriveRandomAttack();
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}
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buffInfoContainer.Clear();
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return NullVfxWithLoading.GetInstance();
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}
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}
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