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.
49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIWhenPlaySummonHandCard : AIWhenPlayTagArgument
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{
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public AIWhenPlaySummonHandCard(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[1] { AIScriptTokenArgType.TARGET_SELECT };
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.GetSimulationHandCards();
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}
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public override List<AIVirtualCard> GetTargetsFromField(AIVirtualCard owner, AIVirtualField field, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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List<AIVirtualCard> candidateRange = GetCandidateRange(field);
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return GetFilteredTargets(candidateRange, owner, playPtn, situation);
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}
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public override void Execute(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation = null)
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{
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if (base.SelectType == AIScriptTokenArgType.TARGET_SELECT)
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{
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ExecuteTargetSelect(tagOwner, field, playPtn, situation);
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}
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}
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private void ExecuteTargetSelect(AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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if (situation != null && situation.IsTargetExists(base.SelectType))
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{
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AISummonTokenUtility.ExecuteTargetSelectSummonToken(tagOwner, field, base.SelectType, situation);
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}
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}
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}
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