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.
136 lines
4.2 KiB
C#
136 lines
4.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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internal class Skill_invoke_skill : SkillBase
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{
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public enum SkillTiming
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{
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when_play,
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when_destroy
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}
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private bool _isAllowDestroyTarget;
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public List<SkillBase> InsertSkillList { get; private set; }
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public List<SkillBase> NotInsertSkillList { get; private set; }
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public override bool IsAllowDestroyTarget => _isAllowDestroyTarget;
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public Skill_invoke_skill(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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InsertSkillList = new List<SkillBase>();
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NotInsertSkillList = new List<SkillBase>();
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if (BattleManagerBase.GetIns() is SingleBattleMgr)
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{
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_isAllowDestroyTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_allow_destroy_target) == "true";
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}
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}
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public bool IsInvokableSkill(SkillBase skill, string timing)
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{
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bool num = !skill.IsEnhance();
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bool flag = false;
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if (timing == SkillTiming.when_play.ToString())
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{
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flag = skill.IsWhenPlaySkill;
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}
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else if (timing == SkillTiming.when_destroy.ToString())
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{
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flag = skill.IsWhenDestroySkill;
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}
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return num && !skill.IsBurialRite && flag;
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
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string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
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SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
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skillConditionCheckerOption.IsSkipPpCheck = true;
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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List<SkillBase> list = new List<SkillBase>();
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List<SkillBase> list2 = new List<SkillBase>();
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List<SkillBase> list3 = new List<SkillBase>();
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bool flag = false;
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if (invokeType == SkillTiming.when_play.ToString())
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{
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list = targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
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}
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else if (invokeType == SkillFilterCreator.ContentKeyword.when_play_except_burial_rite.ToString())
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{
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for (int num = 0; num < targetCard.Skills.Count(); num++)
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{
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SkillBase skillBase = targetCard.Skills.ElementAt(num);
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if (!skillBase.IsWhenPlaySkill || skillBase.IsUserSelectType || !skillBase.Used)
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{
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continue;
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}
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for (int num2 = 0; num2 < skillBase.PreprocessList.Count; num2++)
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{
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if (skillBase.PreprocessList[num2] is SkillPreprocessBurialRite skillPreprocessBurialRite)
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{
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skillPreprocessBurialRite.SetInvoked();
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}
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}
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for (int num3 = 0; num3 < skillBase.ConditionFilterCollection.ConditionCheckerFilterList.Count; num3++)
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{
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if (skillBase.ConditionFilterCollection.ConditionCheckerFilterList[num3] is SkillConditionBurialRite skillConditionBurialRite)
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{
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skillConditionBurialRite.SetInvoked();
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}
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}
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list.Add(skillBase);
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}
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}
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else
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{
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list = targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
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}
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foreach (SkillBase item in list)
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{
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if (item.PreprocessList.FirstOrDefault((SkillPreprocessBase p) => p is SkillPreprocessTimesPerTurn) is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
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{
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skillPreprocessTimesPerTurn.ResetInvokeCount();
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}
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bool flag2 = item.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
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if (item.IsCheckLastTarget())
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{
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flag2 = flag2 && flag;
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}
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else
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{
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flag = flag2;
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}
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if (flag2)
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{
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list2.Add(item);
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}
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else
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{
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list3.Add(item);
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}
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}
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if (invokeType == SkillTiming.when_play.ToString())
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{
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list2 = BattleUtility.GetRepeatableWhenPlaySkill(targetCard, list2, isInvokeCheck: true);
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}
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if (list2 != null)
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{
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InsertSkillList.AddRange(list2);
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foreach (SkillBase item2 in list2)
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{
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item2.SetInvoked(flag: true);
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}
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}
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NotInsertSkillList.AddRange(list3);
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}
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return result;
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}
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}
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