Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
479 lines
16 KiB
C#
479 lines
16 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
public class ClassSkillApplyInformation : SkillApplyInformation
|
|
{
|
|
public class LifeInfomation
|
|
{
|
|
public int Life { get; private set; }
|
|
|
|
public int MaxLife { get; private set; }
|
|
|
|
public int BeforeLife { get; private set; }
|
|
|
|
public int BeforeMaxLife { get; private set; }
|
|
|
|
public LifeInfomation(int life, int maxLife, int beforeLife, int beforeMaxLife)
|
|
{
|
|
Life = life;
|
|
MaxLife = maxLife;
|
|
BeforeLife = beforeLife;
|
|
BeforeMaxLife = beforeMaxLife;
|
|
}
|
|
}
|
|
|
|
public class PpModifyInformation
|
|
{
|
|
public int AddPpValue { get; private set; }
|
|
|
|
public PpModifyInformation(int addPpValue)
|
|
{
|
|
AddPpValue = addPpValue;
|
|
}
|
|
}
|
|
|
|
public event Action<RegisterActionBase.ActionBaseParameter, LifeInfomation> OnLifeChange;
|
|
|
|
public event Action<RegisterActionBase.ActionBaseParameter, PpModifyInformation> OnPpChange;
|
|
|
|
public ClassSkillApplyInformation(BattleCardBase card)
|
|
: base(card)
|
|
{
|
|
}
|
|
|
|
public override void DamageLife(int damage, int turn, bool isSelfTurn)
|
|
{
|
|
int life = _card.Life;
|
|
int maxLife = _card.MaxLife;
|
|
base.DamageLife(damage, turn, isSelfTurn);
|
|
if (this.OnLifeChange != null)
|
|
{
|
|
this.OnLifeChange(RegisterActionBase.ActionBaseParameter.damage, new LifeInfomation(_card.Life, _card.MaxLife, life, maxLife));
|
|
}
|
|
}
|
|
|
|
public override void HealLife(int healAmount, int turn, bool isSelfTurn)
|
|
{
|
|
int life = _card.Life;
|
|
int maxLife = _card.MaxLife;
|
|
base.HealLife(healAmount, turn, isSelfTurn);
|
|
if (this.OnLifeChange != null)
|
|
{
|
|
this.OnLifeChange(RegisterActionBase.ActionBaseParameter.heal, new LifeInfomation(_card.Life, _card.MaxLife, life, maxLife));
|
|
}
|
|
}
|
|
|
|
public override void AddPp(int addPp, int currentTurn, bool isSelfTurn)
|
|
{
|
|
base.AddPp(addPp, currentTurn, isSelfTurn);
|
|
if (this.OnPpChange != null)
|
|
{
|
|
this.OnPpChange(RegisterActionBase.ActionBaseParameter.addPP, new PpModifyInformation(addPp));
|
|
}
|
|
}
|
|
|
|
public override VfxBase GiveForceBerserk(SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
VfxBase vfx = SetForceBerserkCount(base.ForceBerserkCount + 1, skillProcessor);
|
|
sequentialVfxPlayer.Register(((ClassBattleCardBase)_card).GetOnBerserkCheck(base.ForceBerserkCount == 1 && _card.Life > 10));
|
|
sequentialVfxPlayer.Register(vfx);
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase DepriveForceBerserk(SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
sequentialVfxPlayer.Register(SetForceBerserkCount(base.ForceBerserkCount - 1, skillProcessor));
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnBerserkCheck(flg: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase ForceDepriveForceBerserk(SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
sequentialVfxPlayer.Register(SetForceBerserkCount(0, skillProcessor));
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnBerserkCheck(flg: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
private VfxBase SetForceBerserkCount(int count, SkillProcessor skillProcessor)
|
|
{
|
|
base.ForceBerserkCount = count;
|
|
base.IsForceBerserk = base.ForceBerserkCount > 0;
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
if (skillProcessor != null)
|
|
{
|
|
sequentialVfxPlayer.Register(base.Player.StartSkillWhenChangeClassLife(skillProcessor));
|
|
}
|
|
((ClassBattleCardBase)_card).CallOnForceBerserkChange(base.ForceBerserkCount);
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase GiveForceAvarice(SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
SetForceAvariceCount(base.ForceAvariceCount + 1);
|
|
sequentialVfxPlayer.Register(((ClassBattleCardBase)_card).GetOnAvariceCheck(base.ForceAvariceCount == 1 && base.Player.TurnDrawCards.Count() > 2));
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase DepriveForceAvarice()
|
|
{
|
|
SequentialVfxPlayer result = SequentialVfxPlayer.Create();
|
|
SetForceAvariceCount(base.ForceAvariceCount - 1);
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnAvariceCheck(flag: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return result;
|
|
}
|
|
|
|
public override VfxBase ForceDepriveForceAvarice()
|
|
{
|
|
SequentialVfxPlayer result = SequentialVfxPlayer.Create();
|
|
SetForceAvariceCount(0);
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnAvariceCheck(flag: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return result;
|
|
}
|
|
|
|
private void SetForceAvariceCount(int count)
|
|
{
|
|
base.ForceAvariceCount = count;
|
|
base.IsForceAvarice = base.ForceAvariceCount > 0;
|
|
((ClassBattleCardBase)_card).CallOnForceAvariceChange(base.ForceAvariceCount);
|
|
}
|
|
|
|
public override VfxBase GiveForceWrath(SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
SetForceWrathCount(base.ForceWrathCount + 1);
|
|
sequentialVfxPlayer.Register(((ClassBattleCardBase)_card).GetOnWrathCheck(base.ForceWrathCount == 1 && base.Player.SkillInfoClass.DamagedCounter.GetDamageCount(selfTurn: true) > 7));
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase DepriveForceWrath()
|
|
{
|
|
SequentialVfxPlayer result = SequentialVfxPlayer.Create();
|
|
SetForceWrathCount(base.ForceWrathCount - 1);
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnWrathCheck(flag: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return result;
|
|
}
|
|
|
|
public override VfxBase ForceDepriveForceWrath()
|
|
{
|
|
SequentialVfxPlayer result = SequentialVfxPlayer.Create();
|
|
SetForceWrathCount(0);
|
|
base.Player.BattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(((ClassBattleCardBase)_card).GetOnWrathCheck(flag: false), NullVfx.GetInstance(), InstantVfx.Create(delegate
|
|
{
|
|
base.Player.UpdateHandCardsPlayability();
|
|
})));
|
|
return result;
|
|
}
|
|
|
|
private void SetForceWrathCount(int count)
|
|
{
|
|
base.ForceWrathCount = count;
|
|
base.IsForceWrath = base.ForceWrathCount > 0;
|
|
((ClassBattleCardBase)_card).CallOnForceWrathChange(base.ForceWrathCount);
|
|
}
|
|
|
|
public override VfxBase GiveCantActivateFanfare(string type)
|
|
{
|
|
if (type == "unit")
|
|
{
|
|
base.CantActivateFanfareUnitCount++;
|
|
}
|
|
else if (type == "field")
|
|
{
|
|
base.CantActivateFanfareFieldCount++;
|
|
}
|
|
else
|
|
{
|
|
base.CantActivateFanfareUnitCount++;
|
|
base.CantActivateFanfareFieldCount++;
|
|
}
|
|
base.IsCantActivateFanfareUnit = base.CantActivateFanfareUnitCount > 0;
|
|
base.IsCantActivateFanfareField = base.CantActivateFanfareFieldCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase SetCantActivateFanfareCount(int count)
|
|
{
|
|
base.CantActivateFanfareUnitCount = count;
|
|
base.CantActivateFanfareFieldCount = count;
|
|
base.IsCantActivateFanfareUnit = base.CantActivateFanfareUnitCount > 0;
|
|
base.IsCantActivateFanfareField = base.CantActivateFanfareFieldCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase DepriveCantActivateFanfare(string type)
|
|
{
|
|
if (type == "unit")
|
|
{
|
|
base.CantActivateFanfareUnitCount--;
|
|
}
|
|
else if (type == "field")
|
|
{
|
|
base.CantActivateFanfareFieldCount--;
|
|
}
|
|
else
|
|
{
|
|
base.CantActivateFanfareUnitCount--;
|
|
base.CantActivateFanfareFieldCount--;
|
|
}
|
|
base.IsCantActivateFanfareUnit = base.CantActivateFanfareUnitCount > 0;
|
|
base.IsCantActivateFanfareField = base.CantActivateFanfareFieldCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase ForceDepriveCantActivateFanfare(string type)
|
|
{
|
|
if (type == "unit")
|
|
{
|
|
base.CantActivateFanfareUnitCount = 0;
|
|
}
|
|
else if (type == "field")
|
|
{
|
|
base.CantActivateFanfareFieldCount = 0;
|
|
}
|
|
else
|
|
{
|
|
base.CantActivateFanfareUnitCount = 0;
|
|
base.CantActivateFanfareFieldCount = 0;
|
|
}
|
|
base.IsCantActivateFanfareUnit = base.CantActivateFanfareUnitCount > 0;
|
|
base.IsCantActivateFanfareField = base.CantActivateFanfareFieldCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase GiveCantActivateShortageDeckWin()
|
|
{
|
|
base.CantActivateShortageDeckWinCount++;
|
|
base.IsCantActivateShortageDeckWin = base.CantActivateShortageDeckWinCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase DepriveCantActivateShortageDeckWin()
|
|
{
|
|
base.CantActivateShortageDeckWinCount--;
|
|
base.IsCantActivateShortageDeckWin = base.CantActivateShortageDeckWinCount > 0;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase ForceDepriveCantActivateShortageDeckWin()
|
|
{
|
|
base.CantActivateShortageDeckWinCount = 0;
|
|
base.IsCantActivateShortageDeckWin = false;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase GiveRepeatSkill(string repeatTiming, string repeatTarget, SkillBase skill)
|
|
{
|
|
base.RepeatSkillTimingList.Add(new RepeatSkillInfo(repeatTiming, repeatTarget, skill));
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase DepriveRepeatSkill(string repeatTiming, string repeatTarget, bool reservation, bool isProcess, SkillProcessor skillProcessor)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
List<RepeatSkillInfo> list = new List<RepeatSkillInfo>();
|
|
for (int i = 0; i < base.RepeatSkillTimingList.Count; i++)
|
|
{
|
|
if (base.RepeatSkillTimingList[i].Timing == repeatTiming && base.RepeatSkillTimingList[i].Target == repeatTarget)
|
|
{
|
|
if (reservation)
|
|
{
|
|
base.RepeatSkillTimingList[i].IsRemoveReservation = true;
|
|
}
|
|
else if (isProcess || !base.RepeatSkillTimingList.Any((RepeatSkillInfo s) => s.IsRemoveReservation && s.Timing == repeatTiming && s.Target == repeatTarget))
|
|
{
|
|
sequentialVfxPlayer.Register(base.RepeatSkillTimingList[i].Skill.Stop(skillProcessor));
|
|
list.Add(base.RepeatSkillTimingList[i]);
|
|
}
|
|
}
|
|
}
|
|
if (list.Count != 0 && !reservation)
|
|
{
|
|
for (int num = 0; num < list.Count; num++)
|
|
{
|
|
base.RepeatSkillTimingList.Remove(list[num]);
|
|
}
|
|
}
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase ReservationAllDepriveRepeatSkill()
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
List<RepeatSkillInfo> list = new List<RepeatSkillInfo>();
|
|
for (int i = 0; i < base.RepeatSkillTimingList.Count; i++)
|
|
{
|
|
if (base.RepeatSkillTimingList[i].IsRemoveReservation)
|
|
{
|
|
sequentialVfxPlayer.Register(base.RepeatSkillTimingList[i].Skill.Stop(null));
|
|
list.Add(base.RepeatSkillTimingList[i]);
|
|
}
|
|
}
|
|
if (list.Count != 0)
|
|
{
|
|
for (int j = 0; j < list.Count; j++)
|
|
{
|
|
base.RepeatSkillTimingList.Remove(list[j]);
|
|
}
|
|
}
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
public override VfxBase ForceDepriveRepeatSkill()
|
|
{
|
|
base.RepeatSkillTimingList.Clear();
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase GiveCantPlay(CantPlayCardFilterInfo cantPlayCardFilter)
|
|
{
|
|
base.CantPlayFilterList.Add(cantPlayCardFilter);
|
|
return InstantVfx.Create(delegate
|
|
{
|
|
foreach (BattleCardBase handCard in _card.SelfBattlePlayer.HandCardList)
|
|
{
|
|
handCard.BattleCardView.UpdateMovability();
|
|
}
|
|
});
|
|
}
|
|
|
|
public override VfxBase DepriveCantPlay(CantPlayCardFilterInfo cantPlayCardFilter)
|
|
{
|
|
base.CantPlayFilterList.Remove(cantPlayCardFilter);
|
|
return InstantVfx.Create(delegate
|
|
{
|
|
foreach (BattleCardBase handCard in _card.SelfBattlePlayer.HandCardList)
|
|
{
|
|
handCard.BattleCardView.UpdateMovability();
|
|
}
|
|
});
|
|
}
|
|
|
|
public override VfxBase ForceDepriveCantPlay()
|
|
{
|
|
base.CantPlayFilterList.Clear();
|
|
return InstantVfx.Create(delegate
|
|
{
|
|
foreach (BattleCardBase handCard in _card.SelfBattlePlayer.HandCardList)
|
|
{
|
|
handCard.BattleCardView.UpdateMovability();
|
|
}
|
|
});
|
|
}
|
|
|
|
public override VfxBase GiveAddTarget(AddTargetInfo info)
|
|
{
|
|
base.AddTargetList.Add(info);
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase DepriveAddTarget(AddTargetInfo info)
|
|
{
|
|
base.AddTargetList.Remove(info);
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase ForceDepriveAddTarget()
|
|
{
|
|
base.AddTargetList.Clear();
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase GiveDecreaseTurnStartPP(int value)
|
|
{
|
|
base.DecreaseTurnStartPPList.Add(value);
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase DepriveDecreaseTurnStartPP(int value)
|
|
{
|
|
base.DecreaseTurnStartPPList.Remove(value);
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase ForceDepriveDecreaseTurnStartPP()
|
|
{
|
|
base.DecreaseTurnStartPPList.Clear();
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override VfxBase GiveCombatValueModifier(ICardOffenseModifier offenseModifier, ICardLifeModifier lifeModifier, SkillProcessor skillProcessor)
|
|
{
|
|
int life = _card.Life;
|
|
int maxLife = _card.MaxLife;
|
|
VfxBase vfxBase = base.GiveCombatValueModifier(offenseModifier, lifeModifier, skillProcessor);
|
|
VfxBase vfxBase2 = _card.SelfBattlePlayer.StartSkillWhenChangeClassLife(skillProcessor);
|
|
if (this.OnLifeChange != null)
|
|
{
|
|
this.OnLifeChange(RegisterActionBase.ActionBaseParameter.set, new LifeInfomation(_card.Life, _card.MaxLife, life, maxLife));
|
|
}
|
|
return SequentialVfxPlayer.Create(vfxBase, vfxBase2);
|
|
}
|
|
|
|
public override VfxBase DepriveCombatValueModifire(ICardOffenseModifier offenseModifier, ICardLifeModifier lifeModifier)
|
|
{
|
|
VfxBase vfxBase = base.DepriveCombatValueModifire(offenseModifier, lifeModifier);
|
|
return SequentialVfxPlayer.Create(vfxBase);
|
|
}
|
|
|
|
public override VfxBase ForceDepriveCombatValueModifire()
|
|
{
|
|
VfxBase vfxBase = base.ForceDepriveCombatValueModifire();
|
|
return SequentialVfxPlayer.Create(vfxBase);
|
|
}
|
|
|
|
protected override VfxBase CombatModifierChangeCalc(bool isOldAtkBuff, bool isNowAtkBuff, bool isOldMaxLifeBuff, bool isNowMaxLifeBuff, bool isOldAtkDebuff, bool isNowAtkDebuff, bool isOldMaxLifeDebuff, bool isNowMaxLifeDebuff, bool isSkillPowerDown = false, bool isNoBuff = false, bool skipWait = false)
|
|
{
|
|
return NullVfx.GetInstance();
|
|
}
|
|
|
|
public override void AddTokenDrawModifier(TokenDrawModifier modifier)
|
|
{
|
|
base.TokenDrawModifiers.Add(modifier);
|
|
}
|
|
|
|
public override void RemoveTokenDrawModifier(TokenDrawModifier modifier)
|
|
{
|
|
foreach (TokenDrawModifier tokenDrawModifier in base.TokenDrawModifiers)
|
|
{
|
|
if (tokenDrawModifier.Equals(modifier))
|
|
{
|
|
base.TokenDrawModifiers.Remove(tokenDrawModifier);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|