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.
55 lines
1.2 KiB
C#
55 lines
1.2 KiB
C#
using System.Collections.Generic;
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public struct SkillTimingInfo
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{
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public bool IsWhenPlay { get; private set; }
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public bool IsWhenDestroy { get; private set; }
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public bool IsBeforeAttack { get; private set; }
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public bool IsBeforeAttackSelfAndOther { get; private set; }
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public bool IsAfterAttackSelfAndOther { get; private set; }
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public bool IsWhenFight { get; private set; }
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public SkillTimingInfo(List<SkillBase> skillList)
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{
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IsWhenPlay = false;
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IsWhenDestroy = false;
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IsBeforeAttack = false;
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IsWhenFight = false;
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IsBeforeAttackSelfAndOther = false;
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IsAfterAttackSelfAndOther = false;
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for (int i = 0; i < skillList.Count; i++)
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{
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SkillBase skillBase = skillList[i];
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if (skillBase.IsWhenPlaySkill)
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{
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IsWhenPlay = true;
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}
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if (skillBase.IsWhenDestroySkill)
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{
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IsWhenDestroy = true;
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}
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if (skillBase.IsBeforAttackSkill)
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{
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IsBeforeAttack = true;
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}
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if (skillBase.IsWhenFightSkill)
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{
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IsWhenFight = true;
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}
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if (skillBase.IsBeforeAttackSelfAndOtherSkill)
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{
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IsBeforeAttackSelfAndOther = true;
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}
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if (skillBase.IsAfterAttackSelfAndOtherSkill)
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{
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IsAfterAttackSelfAndOther = true;
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}
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}
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}
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}
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