Files
SVSimServer/SVSim.BattleEngine/Engine/SkillAttachingAbilityFilter.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

28 lines
917 B
C#

using System.Collections.Generic;
using Wizard.Battle;
public class SkillAttachingAbilityFilter : ISkillTargetFilter
{
private SkillFilterCreator.ContentKeyword _keyword;
public SkillAttachingAbilityFilter(SkillFilterCreator.ContentKeyword keyword)
{
_keyword = keyword;
}
public virtual IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
switch (_keyword)
{
case SkillFilterCreator.ContentKeyword.guard:
list = ((option.AttachingAbility.Skill is Skill_guard) ? option.AttachingAbility.TargetCards : list);
break;
case SkillFilterCreator.ContentKeyword.rush:
list = ((option.AttachingAbility.Skill is Skill_rush) ? option.AttachingAbility.TargetCards : list);
break;
}
return list;
}
}