Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Recovery/InPlayCardInfo.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

42 lines
1.1 KiB
C#

using LitJson;
using Wizard.AutoTest;
namespace Wizard.Battle.Recovery;
public class InPlayCardInfo : CardInfoBase
{
public int? Life { get; private set; }
public int? Offense { get; private set; }
public bool? Guard { get; private set; }
public bool? Killer { get; private set; }
public int? AttackableCount { get; private set; }
public bool? Evolve { get; private set; }
public InPlayCardInfo(JsonData jsonData, bool useDefaultCardValue)
: base(jsonData)
{
Life = jsonData.ToIntOrNull("life");
Offense = jsonData.ToIntOrNull("offense");
Guard = jsonData.ToBooleanOrNull("guard");
Killer = jsonData.ToBooleanOrNull("killer");
AttackableCount = jsonData.ToIntOrNull("attack_count");
Evolve = jsonData.ToBooleanOrNull("evolve");
if (useDefaultCardValue)
{
if (base.Index == 0)
{
Life = Life ?? 20;
return;
}
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(base.CardId.Value);
Life = Life ?? cardParameterFromId.Life;
Evolve = Evolve == true;
}
}
}