Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_not_be_debuffed.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
2.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_not_be_debuffed : SkillBase
{
public Skill_not_be_debuffed(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
for (int i = 0; i < parameter.targetCards.Count(); i++)
{
BattleCardBase battleCardBase = parameter.targetCards.ElementAt(i);
battleCardBase.SkillApplyInformation.GiveNotBeDebuffed();
BattleCardBase battleCardBase2 = battleCardBase;
BuffInfo buffInfo = AddBuffInfoIfNeeded(battleCardBase);
BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase2, buffInfo, -1, "", null, 0L);
base.buffInfoContainer.Add(buffInfoContainer);
SetOnLoseEvent(battleCardBase2, buffInfo, buffInfoContainer);
}
if (IsBattleLog && parameter.targetCards.Count() > 0)
{
BattleLogManager.GetInstance().AddLogSkillGain(parameter.targetCards.ToList(), this, SkillGainType.NotBeDebuffed);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
return vfxWithLoadingSequential;
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
base.Stop(skillProcessor);
List<BattleCardBase> list = new List<BattleCardBase>();
for (int i = 0; i < base.buffInfoContainer.Count; i++)
{
BuffInfoContainer buffInfoContainer = base.buffInfoContainer[i];
buffInfoContainer._targetCard.SkillApplyInformation.DepriveNotBeDebuffed();
list.Add(buffInfoContainer._targetCard);
buffInfoContainer._targetCard.RemoveBuffInfo(buffInfoContainer._buffInfo);
}
CallOnUpdateSkillEffect(list);
base.buffInfoContainer.Clear();
return VfxWithLoading.Create(NullVfx.GetInstance());
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
card.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
card.SkillApplyInformation.ForceDepriveNotBeDebuffed();
return NullVfx.GetInstance();
};
}
}