Files
SVSimServer/SVSim.BattleEngine/Engine/SkillTargetThroughFusionIngredientedCardFilter.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

36 lines
1.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillTargetThroughFusionIngredientedCardFilter : ISkillTargetFilter
{
private readonly IReadOnlyBattleCardInfo _ownerCard;
private int _index;
public SkillTargetThroughFusionIngredientedCardFilter(IReadOnlyBattleCardInfo ownerCard, string index)
{
_ownerCard = ownerCard;
_index = int.Parse(index);
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos, SkillConditionCheckerOption option)
{
List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
if (option.FusionIngredientCards == null)
{
return list;
}
List<IReadOnlyBattleCardInfo> list2 = new List<IReadOnlyBattleCardInfo>();
foreach (IBattlePlayerReadOnlyInfo info in battlePlayerInfos)
{
list2.AddRange(option.FusionIngredientCards.Where((IReadOnlyBattleCardInfo c) => c.IsPlayer == info.IsPlayer));
}
if (_ownerCard.FusionIngredients.Count >= _index && _ownerCard.FusionIngredients.Count - list2.Count < _index)
{
list.Add(_ownerCard.FusionIngredients[_index - 1]);
}
return list;
}
}