Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
61 lines
1.4 KiB
C#
61 lines
1.4 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AttachedSkillInfoReceiveData
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{
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public class TargetInfo
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{
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public int TargetIndex { get; private set; }
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public bool TargetIsPlayer { get; private set; }
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public List<string> SkillHashList { get; private set; }
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public TargetInfo(BattleCardBase target)
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{
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TargetIndex = target.Index;
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TargetIsPlayer = target.IsPlayer;
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SkillHashList = new List<string>();
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}
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}
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public int OwnerBaseCardId { get; private set; }
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public int OwnerIndex { get; private set; }
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public bool OwnerIsPlayer { get; private set; }
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public List<TargetInfo> TargetInfoList { get; private set; }
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public AttachedSkillInfoReceiveData(int baseCardId, int ownerIndex, bool ownerIsPlayer)
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{
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OwnerBaseCardId = baseCardId;
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OwnerIndex = ownerIndex;
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OwnerIsPlayer = ownerIsPlayer;
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}
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public void AddTargetAndSkillHash(BattleCardBase target, string skillHash)
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{
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if (TargetInfoList == null)
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{
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TargetInfoList = new List<TargetInfo>();
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}
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TargetInfo targetInfo = null;
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for (int i = 0; i < TargetInfoList.Count; i++)
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{
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if (target.IsPlayer == TargetInfoList[i].TargetIsPlayer && target.Index == TargetInfoList[i].TargetIndex)
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{
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targetInfo = TargetInfoList[i];
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break;
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}
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}
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if (targetInfo == null)
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{
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targetInfo = new TargetInfo(target);
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TargetInfoList.Add(targetInfo);
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}
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targetInfo.SkillHashList.Add(skillHash);
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}
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}
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