Files
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

23 lines
537 B
C#

using System.Collections.Generic;
namespace Wizard;
internal class AIEvolMove : AIMove
{
public BattleCardBase Src { get; private set; }
public List<BattleCardBase> Targets { get; private set; }
public AIEvolMove(BattleCardBase src, List<BattleCardBase> targets)
: base(AIOperationType.EVOLVE)
{
Src = src;
Targets = targets;
}
public override void RunOperation(BattleManagerBase mgr, bool isPlayer)
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.EvolutionCard(Src, isPlayer, Targets));
}
}