Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_sneak.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
2.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_sneak : SkillBase
{
public Skill_sneak(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase targetCard2 in parameter.targetCards)
{
VfxBase vfx = targetCard2.SkillApplyInformation.GiveSneak();
BattleCardBase targetCard = targetCard2;
BuffInfo buff = AddBuffInfoIfNeeded(targetCard2);
BuffInfoContainer container = new BuffInfoContainer(targetCard, buff, -1, "", null, 0L);
buffInfoContainer.Add(container);
SetOnLoseEvent(targetCard, buff, container);
targetCard.OnAfterAddDamage += delegate
{
targetCard.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
return targetCard.SkillApplyInformation.FourceDepriveSneak();
};
parallelVfxPlayer.Register(vfx);
}
if (IsBattleLog && parameter.targetCards.Count() > 0)
{
BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.Sneak);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
base.Stop(skillProcessor);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
List<BattleCardBase> list = new List<BattleCardBase>();
foreach (BuffInfoContainer item in buffInfoContainer)
{
VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveSneak();
list.Add(item._targetCard);
item._targetCard.RemoveBuffInfo(item._buffInfo);
parallelVfxPlayer.Register(vfx);
}
CallOnUpdateSkillEffect(list);
buffInfoContainer.Clear();
return VfxWithLoading.Create(parallelVfxPlayer);
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
card.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
return card.SkillApplyInformation.FourceDepriveSneak();
};
}
}