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.
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessSkillActivateCountBySimultaneousSummonedCard : SkillPreprocessBase
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{
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private BattleCardBase _ownerCard;
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private bool _isPlayer;
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private string _cardType;
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private string _tribeName;
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public SkillPreprocessSkillActivateCountBySimultaneousSummonedCard(BattleCardBase ownerCard, string option)
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{
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_ownerCard = ownerCard;
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string[] array = option.Split(':');
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_isPlayer = array[0] == "me";
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_cardType = array[1];
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_tribeName = array[2];
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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if (!_ownerCard.AlreadyInactiveSkillActivateCountBySimultaneousSummonedCard)
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{
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if (option.SummonedCard == null)
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{
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_ownerCard.ActiveSkillActivateCountBySimultaneousSummonedCard = false;
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return false;
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}
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_ownerCard.ActiveSkillActivateCountBySimultaneousSummonedCard = option.SummonedCard.IsPlayer == _ownerCard.IsPlayer == _isPlayer;
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string cardType = _cardType;
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if (cardType != null && cardType == "unit")
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{
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_ownerCard.ActiveSkillActivateCountBySimultaneousSummonedCard &= option.SummonedCard.IsUnit;
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}
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_ownerCard.ActiveSkillActivateCountBySimultaneousSummonedCard &= option.SummonedCard.IsTribe(SkillFilterCreator.ParseEnum(_tribeName, CardBasePrm.TribeType.MAX));
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}
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return _ownerCard.ActiveSkillActivateCountBySimultaneousSummonedCard;
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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_ownerCard.InactiveSkillActivateCountBySimultaneousSummonedCard();
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return NullVfx.GetInstance();
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}
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}
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