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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

48 lines
1.1 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIBurialRite : AIScriptArgumentExpressions
{
private AIPolishConvertedExpression _value;
private readonly int VALUE_INDEX;
private readonly int TIMING_INDEX = 1;
public AIScriptTokenArgType Timing { get; private set; }
public AIBurialRite(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
if (_exprList != null && _exprList.Count >= TIMING_INDEX + 1)
{
_value = _exprList[VALUE_INDEX];
Timing = AIPlayTagInitializingUtility.CreateSingleArgType(_exprList[TIMING_INDEX]);
if (!CheckValidTimingType(Timing))
{
Timing = AIScriptTokenArgType.NONE;
}
}
}
public static bool CheckValidTimingType(AIScriptTokenArgType type)
{
if (type == AIScriptTokenArgType.WHEN_PLAY || type == AIScriptTokenArgType.WHEN_EVO)
{
return true;
}
return false;
}
public int GetBurialRiteCount(AIVirtualCard tagOwner, AIVirtualField field, AISituationInfo situation, List<int> playPtn)
{
return (int)_value.EvalArg(tagOwner, playPtn, field, situation);
}
}