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.
58 lines
2.4 KiB
C#
58 lines
2.4 KiB
C#
using System.Collections.Generic;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class Skill_special_lose : SkillBase
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{
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protected const string OPTION_TRUE = "true";
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private const string OPTION_WHEN_SPECIAL_LOSE = "when_special_lose";
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public Skill_special_lose(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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if (BattleManagerBase.IsForecast)
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{
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return NullVfxWithLoading.GetInstance();
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}
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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IEnumerable<BattleCardBase> targetCards = parameter.targetCards;
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bool flag = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.ignore_vibration, "_OPT_NULL_") == "true";
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bool flag2 = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invalid_ability, "_OPT_NULL_") == "when_special_lose";
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(targetCard.SelfBattlePlayer, targetCard.OpponentBattlePlayer);
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SkillProcessor.ProcessInfo processInfo = targetCard.SelfBattlePlayer.Class.Skills.CreateWhenSpecialLose(parameter.skillProcessor, playerInfoPair);
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if (processInfo != null && !flag2)
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{
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parameter.skillProcessor.Register(processInfo);
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continue;
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}
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targetCard.SelfBattlePlayer.Class.FlagCardAsDestroyedBySkill();
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sequentialVfxPlayer.Register(targetCard.OpponentBattlePlayer.BattleMgr.PlaySpecialWin(targetCard.OpponentBattlePlayer));
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}
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List<BattleCardBase> list = new List<BattleCardBase>();
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foreach (BattleCardBase item in targetCards)
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{
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list.Add(item.SelfBattlePlayer.Class);
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}
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VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, list);
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VfxBase vfx = SequentialVfxPlayer.Create(WaitVfx.Create(base.SkillPrm.buildInfo._effectTime), InstantVfx.Create(delegate
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{
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Skill_special_win.ShakeScreen();
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}));
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SetInductionVoiceIndex(isSpecialWin: true);
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(vfxWithLoading.MainVfx, CreateSkillActivationVoiceVfx());
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if (!flag)
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{
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parallelVfxPlayer.Register(vfx);
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}
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VfxBase mainVfx = SequentialVfxPlayer.Create(parallelVfxPlayer, sequentialVfxPlayer);
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return VfxWithLoading.Create(vfxWithLoading.LoadingVfx, mainVfx);
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}
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}
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