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.
39 lines
1.0 KiB
C#
39 lines
1.0 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillParameterDestroyedByFilter : ISkillCardFilter
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{
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private string _player;
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public SkillParameterDestroyedByFilter(SkillFilterCreator.ContentKeyword keyword)
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{
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switch (keyword)
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{
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case SkillFilterCreator.ContentKeyword.self_ability:
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_player = "me";
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break;
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case SkillFilterCreator.ContentKeyword.both_ability:
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_player = "both";
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break;
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default:
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_player = string.Empty;
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break;
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}
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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for (int i = 0; i < cards.Count(); i++)
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{
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IReadOnlyBattleCardInfo readOnlyBattleCardInfo = cards.ElementAt(i);
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if (readOnlyBattleCardInfo.DestroyedBySkillList.Any((BattleCardBase.DestroyedBySkillInfo s) => s.Player == _player || _player == "both"))
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{
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list.Add(readOnlyBattleCardInfo);
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}
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}
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return list;
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}
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}
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