Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIAttackMove.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

21 lines
480 B
C#

namespace Wizard;
internal class AIAttackMove : AIMove
{
public BattleCardBase Src { get; private set; }
public BattleCardBase Target { get; private set; }
public AIAttackMove(BattleCardBase src, BattleCardBase target)
: base(AIOperationType.ATTACK)
{
Src = src;
Target = target;
}
public override void RunOperation(BattleManagerBase mgr, bool isPlayer)
{
mgr.VfxMgr.RegisterSequentialVfx(mgr.OperateMgr.Attack(Src, Target, isPlayer));
}
}