Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AttachedSkillInfoReceiveData.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

61 lines
1.4 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AttachedSkillInfoReceiveData
{
public class TargetInfo
{
public int TargetIndex { get; private set; }
public bool TargetIsPlayer { get; private set; }
public List<string> SkillHashList { get; private set; }
public TargetInfo(BattleCardBase target)
{
TargetIndex = target.Index;
TargetIsPlayer = target.IsPlayer;
SkillHashList = new List<string>();
}
}
public int OwnerBaseCardId { get; private set; }
public int OwnerIndex { get; private set; }
public bool OwnerIsPlayer { get; private set; }
public List<TargetInfo> TargetInfoList { get; private set; }
public AttachedSkillInfoReceiveData(int baseCardId, int ownerIndex, bool ownerIsPlayer)
{
OwnerBaseCardId = baseCardId;
OwnerIndex = ownerIndex;
OwnerIsPlayer = ownerIsPlayer;
}
public void AddTargetAndSkillHash(BattleCardBase target, string skillHash)
{
if (TargetInfoList == null)
{
TargetInfoList = new List<TargetInfo>();
}
TargetInfo targetInfo = null;
for (int i = 0; i < TargetInfoList.Count; i++)
{
if (target.IsPlayer == TargetInfoList[i].TargetIsPlayer && target.Index == TargetInfoList[i].TargetIndex)
{
targetInfo = TargetInfoList[i];
break;
}
}
if (targetInfo == null)
{
targetInfo = new TargetInfo(target);
TargetInfoList.Add(targetInfo);
}
targetInfo.SkillHashList.Add(skillHash);
}
}