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.
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTurnEndPeriodOfStopTime : SkillPreprocessPeriodBase
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{
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private SkillBase _skill;
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private BattleCardBase _ownerCard;
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public SkillPreprocessTurnEndPeriodOfStopTime(SkillBase skill, BattleCardBase ownerCard, string period)
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: base(ownerCard, period)
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{
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_skill = skill;
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_ownerCard = ownerCard;
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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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return true;
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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.SelfBattlePlayer.OnTurnStartBeforeDraw -= TurnStartFunction;
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_ownerCard.SelfBattlePlayer.OnTurnStartBeforeDraw += TurnStartFunction;
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_ownerCard.SelfBattlePlayer.OnTurnEnd -= TurnEndFunction;
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_ownerCard.SelfBattlePlayer.OnTurnEnd += TurnEndFunction;
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return NullVfx.GetInstance();
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}
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private VfxBase TurnStartFunction(SkillProcessor skillProcessor)
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{
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ReducePeriodCount();
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return NullVfx.GetInstance();
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}
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private VfxBase TurnEndFunction(SkillProcessor skillProcessor)
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{
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if (_effectiveRange == base.PeriodCount)
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{
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return StopSkill(_skill, skillProcessor);
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}
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return NullVfxWithLoading.GetInstance();
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}
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}
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