Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTimingInfo.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

55 lines
1.2 KiB
C#

using System.Collections.Generic;
public struct SkillTimingInfo
{
public bool IsWhenPlay { get; private set; }
public bool IsWhenDestroy { get; private set; }
public bool IsBeforeAttack { get; private set; }
public bool IsBeforeAttackSelfAndOther { get; private set; }
public bool IsAfterAttackSelfAndOther { get; private set; }
public bool IsWhenFight { get; private set; }
public SkillTimingInfo(List<SkillBase> skillList)
{
IsWhenPlay = false;
IsWhenDestroy = false;
IsBeforeAttack = false;
IsWhenFight = false;
IsBeforeAttackSelfAndOther = false;
IsAfterAttackSelfAndOther = false;
for (int i = 0; i < skillList.Count; i++)
{
SkillBase skillBase = skillList[i];
if (skillBase.IsWhenPlaySkill)
{
IsWhenPlay = true;
}
if (skillBase.IsWhenDestroySkill)
{
IsWhenDestroy = true;
}
if (skillBase.IsBeforAttackSkill)
{
IsBeforeAttack = true;
}
if (skillBase.IsWhenFightSkill)
{
IsWhenFight = true;
}
if (skillBase.IsBeforeAttackSelfAndOtherSkill)
{
IsBeforeAttackSelfAndOther = true;
}
if (skillBase.IsAfterAttackSelfAndOtherSkill)
{
IsAfterAttackSelfAndOther = true;
}
}
}
}