Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/CrossoverRestrictedCard.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

61 lines
1.4 KiB
C#

using System.Collections.Generic;
using LitJson;
namespace Wizard;
public class CrossoverRestrictedCard
{
public class Data
{
public readonly int BaseCardId;
public readonly int Count;
public Data(int baseCardId, int count)
{
BaseCardId = baseCardId;
Count = count;
}
}
private readonly List<Data> _mainClassDataList = new List<Data>();
private readonly List<Data> _subClassDataList = new List<Data>();
public void Parse(JsonData jsonData)
{
if (jsonData.TryGetValue("main_class", out var value) && value.IsObject)
{
foreach (string key in value.Keys)
{
if (int.TryParse(key, out var result))
{
_mainClassDataList.Add(new Data(result, value[key].ToInt()));
}
}
}
if (!jsonData.TryGetValue("sub_class", out var value2) || !value2.IsObject)
{
return;
}
foreach (string key2 in value2.Keys)
{
if (int.TryParse(key2, out var result2))
{
_subClassDataList.Add(new Data(result2, value2[key2].ToInt()));
}
}
}
public int GetRestrictedCountOrDefault(int baseCardId, ClassType classType, int defaultCount)
{
List<Data> list = ((classType == ClassType.MainClass) ? _mainClassDataList : _subClassDataList);
int num = list.FindIndex((Data data) => data.BaseCardId == baseCardId);
if (num >= 0)
{
return list[num].Count;
}
return defaultCount;
}
}