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.
40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
using System;
|
|
using Wizard;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
public class SkillPreprocessTurnStartSkillAfterPeriodOfStopTime : SkillPreprocessPeriodBase
|
|
{
|
|
private SkillBase _skill;
|
|
|
|
private BattleCardBase _ownerCard;
|
|
|
|
public SkillPreprocessTurnStartSkillAfterPeriodOfStopTime(SkillBase skill, BattleCardBase ownerCard, string period)
|
|
: base(ownerCard, period)
|
|
{
|
|
_skill = skill;
|
|
_ownerCard = ownerCard;
|
|
}
|
|
|
|
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
|
|
{
|
|
_ownerCard.SelfBattlePlayer.OnTurnEnd += delegate
|
|
{
|
|
ReducePeriodCount();
|
|
return NullVfx.GetInstance();
|
|
};
|
|
BattlePlayerBase selfBattlePlayer = _ownerCard.SelfBattlePlayer;
|
|
selfBattlePlayer.OnTurnStartSkillAfter = (Func<SkillProcessor, VfxBase>)Delegate.Combine(selfBattlePlayer.OnTurnStartSkillAfter, (Func<SkillProcessor, VfxBase>)((SkillProcessor _) => (_effectiveRange == base.PeriodCount) ? StopSkill(_skill, _) : NullVfxWithLoading.GetInstance()));
|
|
_ownerCard.OnRemoveFromInPlayAfterOneTime += delegate(bool flg, SkillProcessor skillProcessorOneTime)
|
|
{
|
|
ResetPeriodCount();
|
|
return StopSkill(_skill, skillProcessorOneTime);
|
|
};
|
|
return NullVfx.GetInstance();
|
|
}
|
|
}
|