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.
37 lines
989 B
C#
37 lines
989 B
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIEvolvedAttackableCount : AIScriptArgumentExpressions
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{
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private readonly int COUNT_ARG_INDEX;
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public AIPolishConvertedExpression Count { get; private set; }
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public AIEvolvedAttackableCount(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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Count = _exprList[COUNT_ARG_INDEX];
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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base.Execute(tagOwner, field, playPtn, situation);
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int count = (int)Count.EvalArg(tagOwner, playPtn, field, situation);
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if (tagOwner.IsEvolution)
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{
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tagOwner.GiveAttackableCount(count);
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}
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}
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public int GetAttackableCount(AIVirtualCard owner, List<int> playPtn, AIVirtualField field, AISituationInfo situation)
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{
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return (int)Count.EvalArg(owner, playPtn, field, situation);
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}
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}
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