Files
SVSimServer/SVSim.BattleEngine/Engine/SkillKeywordInfo.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

141 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
public static class SkillKeywordInfo
{
public enum SkillKeyword
{
damage_modifier,
attach_skill,
attack_by_life,
attack_count,
banish,
cant_activate_fanfare,
cant_activate_shortage_deck_win,
cant_attack,
cant_play,
cant_summon,
change_affiliation,
change_cemetery,
change_rally_count,
update_deck,
chant_count_change,
consume_ep_modifier,
cost_change,
damage,
damage_cut,
destroy,
discard,
drain,
draw,
evolve,
extra_turn,
force_berserk,
force_skill_target,
attract_skill_target,
force_avarice,
force_wrath,
guard,
heal,
ignore_guard,
independent,
not_be_debuffed,
indestructible,
killer,
lose,
metamorphose,
fusion_metamorphose,
transform,
none,
not_be_attacked,
play_count_change,
possess_ep_modifier,
power_down,
powerup,
power_modifier,
pp_fixeduse,
pp_modifier,
bp_modifier,
quick,
reflection,
remove_by_banish,
remove_by_destroy,
return_card,
rush,
select,
shield,
sneak,
special_win,
special_lose,
spell_charge,
summon_card,
summon_token,
token_draw,
special_token_draw,
trigger,
turn_start_fixed_pp,
unite,
untouchable,
repeat_skill,
choice,
shortage_deck_win,
generic_value_modifier,
change_union_burst_count,
change_skybound_art_count,
change_super_skybound_art_count,
change_white_ritual_stack,
stack_white_ritual,
rob_skill,
random_array,
no_duplication_random_array,
cant_evolution,
invoke_skill,
token_draw_modifier,
fusion,
random_attack,
clear_destroyed_and_discarded_card_list,
clear_summoned_card_list,
geton,
getoff,
not_decrease_pp,
heal_modifier,
life_zero_activate_leon_skill,
copy_skill,
loop_skill,
evolve_to_other,
not_attached_resident_chant_count_change,
invoke_emote,
invoke_voice,
can_play_self
}
public static Dictionary<string, SkillKeyword> Keyword2StringDictionary;
static SkillKeywordInfo()
{
SetupStatic();
}
private static void SetupStatic()
{
if (Keyword2StringDictionary != null)
{
return;
}
Keyword2StringDictionary = new Dictionary<string, SkillKeyword>(Enum.GetValues(typeof(SkillKeyword)).Length);
foreach (SkillKeyword value in Enum.GetValues(typeof(SkillKeyword)))
{
Keyword2StringDictionary.Add(value.ToString(), value);
}
}
public static SkillKeyword GetKeyword(string info)
{
if (!Keyword2StringDictionary.TryGetValue(info, out var value))
{
return SkillKeyword.none;
}
return value;
}
}