Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessSkillActivateCountBySimultaneousBuffingCards.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

47 lines
1.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessSkillActivateCountBySimultaneousBuffingCards : SkillPreprocessBase
{
private BattleCardBase _ownerCard;
private bool _isPlayer;
private bool _isInplaySelf;
public SkillPreprocessSkillActivateCountBySimultaneousBuffingCards(BattleCardBase ownerCard, string option)
{
_ownerCard = ownerCard;
string[] array = option.Split(':');
_isPlayer = array[0] == "me";
_isInplaySelf = array[1] == "inplay_self";
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (!_ownerCard.AlreadyInactiveSkillActivateCountBySimultaneousBuffingCards)
{
if (option.InplayBuffingCards == null)
{
_ownerCard.ActiveSkillActivateCountBySimultaneousBuffingCards = false;
return false;
}
IEnumerable<IReadOnlyBattleCardInfo> source = option.InplayBuffingCards.Where((IReadOnlyBattleCardInfo c) => c.IsPlayer == _ownerCard.IsPlayer == _isPlayer);
if (_isInplaySelf)
{
_ownerCard.ActiveSkillActivateCountBySimultaneousBuffingCards = source.Contains(_ownerCard);
}
}
return _ownerCard.ActiveSkillActivateCountBySimultaneousBuffingCards;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
_ownerCard.InactiveSkillActivateCountBySimultaneousBuffingCards();
return NullVfx.GetInstance();
}
}