Files
SVSimServer/SVSim.BattleEngine/Engine/SkillConditionPlayCount.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

31 lines
853 B
C#

using System;
using Wizard;
public class SkillConditionPlayCount : ISkillConditionChecker
{
private readonly int _count;
private readonly Func<int, int, bool> _compareFunc;
public SkillConditionPlayCount(int count, string op)
{
_count = count;
_compareFunc = SkillCompareFuncCreator.Create(op);
}
public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return _compareFunc(playerInfoPair.ReadOnlySelf.GetCurrentTurnPlayCount(), _count);
}
public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return _compareFunc(playerInfoPair.ReadOnlySelf.GetCurrentTurnPlayCount(), _count - 1);
}
public int GetCount()
{
return _count;
}
}