Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIDelayTurnEndTime.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

43 lines
1.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class AIDelayTurnEndTime : AIScriptArgumentExpressions
{
private AIPolishConvertedExpression _minDelayTime;
private AIPolishConvertedExpression _maxDelayTime;
private int MIN_DELAY_TIME_ARG_INDEX;
private int MAX_DELAY_TIME_ARG_INDEX = 1;
public AIDelayTurnEndTime(string text)
: base(text)
{
}
protected override void InitExpressions(string text)
{
base.InitExpressions(text);
if (_exprList.Count > MAX_DELAY_TIME_ARG_INDEX)
{
_minDelayTime = _exprList[MIN_DELAY_TIME_ARG_INDEX];
_maxDelayTime = _exprList[MAX_DELAY_TIME_ARG_INDEX];
}
}
public float GetDelayTime(AIVirtualCard ownerCard, List<int> playPtn)
{
if (_minDelayTime == null || _maxDelayTime == null)
{
return 0f;
}
AIVirtualField selfField = ownerCard.SelfField;
float minInclusive = _minDelayTime.EvalArg(ownerCard, playPtn, selfField);
float maxInclusive = _maxDelayTime.EvalArg(ownerCard, playPtn, selfField);
return Random.Range(minInclusive, maxInclusive);
}
}