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.
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Wizard;
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public class SkillConditionWrath : ISkillConditionChecker
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{
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public bool IsSelfDamageCountGreaterThanSeven { get; private set; }
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public SkillConditionWrath(string flag)
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{
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IsSelfDamageCountGreaterThanSeven = flag == "true";
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}
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public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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int damageCount = playerInfoPair.ReadOnlySelf.SkillInfoClass.DamagedCounter.GetDamageCount(selfTurn: true);
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bool isForceWrath = playerInfoPair.ReadOnlySelf.SkillInfoClass.SkillApplyInformation.IsForceWrath;
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if (IsSelfDamageCountGreaterThanSeven)
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{
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if (!isForceWrath)
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{
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return IsWrath(damageCount);
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}
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return true;
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}
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if (!isForceWrath)
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{
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return !IsWrath(damageCount);
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}
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return false;
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}
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public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return IsRight(playerInfoPair, option);
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}
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public static bool IsWrath(int selfDamageCount)
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{
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return selfDamageCount >= 7;
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}
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}
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