Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AICardDataAsset.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

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using System.Collections.Generic;
namespace Wizard;
public class AICardDataAsset
{
public List<AIPlayTagAsset> TagList;
public int CardID { get; private set; }
public int CardNum { get; private set; }
public bool UseCommon { get; private set; }
public string CardName { get; private set; }
public string BattleBonus { get; private set; }
public string PlayBonus { get; private set; }
public string Priority { get; private set; }
public AICardDataAsset(string[] columns)
{
int num = 0;
CardID = AIScriptParser.ParseInt(columns[num++]);
if (columns[num++] == "")
{
UseCommon = true;
}
else
{
UseCommon = false;
}
CardName = columns[num++];
CardNum = AIScriptParser.ParseInt(columns[num++]);
BattleBonus = columns[num++];
PlayBonus = columns[num++];
Priority = columns[num++];
TagList = new List<AIPlayTagAsset>();
int num2 = (columns.Length - num - 1) / 3;
for (int i = 0; i < num2; i++)
{
AIPlayTagAsset item = new AIPlayTagAsset
{
Type = columns[num++],
Arg = columns[num++],
Condition = columns[num++]
};
TagList.Add(item);
}
}
public bool IsSameCard(AICardDataAsset data)
{
return CardID == data.CardID;
}
}