Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessSkillActivateCountBySimultaneousDestroyedCardList.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

45 lines
1.6 KiB
C#

using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessSkillActivateCountBySimultaneousDestroyedCardList : SkillPreprocessBase
{
private BattleCardBase _ownerCard;
private bool _isPlayer;
private string _cardType;
public SkillPreprocessSkillActivateCountBySimultaneousDestroyedCardList(BattleCardBase ownerCard, string option)
{
_ownerCard = ownerCard;
string[] array = option.Split(':');
_isPlayer = array[0] == "me";
_cardType = array[1];
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (!_ownerCard.AlreadyInactiveSkillActivateCountBySimultaneousDestroyedCardList)
{
if (option.DestroyedCard == null)
{
_ownerCard.ActiveSkillActivateCountBySimultaneousDestroyedCardList = false;
return false;
}
_ownerCard.ActiveSkillActivateCountBySimultaneousDestroyedCardList = option.DestroyedCard.IsPlayer == _ownerCard.IsPlayer == _isPlayer;
string cardType = _cardType;
if (cardType != null && cardType == "unit")
{
_ownerCard.ActiveSkillActivateCountBySimultaneousDestroyedCardList &= option.DestroyedCard.IsUnit;
}
}
return _ownerCard.ActiveSkillActivateCountBySimultaneousDestroyedCardList;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
_ownerCard.InactiveSkillActivateCountBySimultaneousDestroyedCardList();
return NullVfx.GetInstance();
}
}