Files
SVSimServer/SVSim.BattleEngine/Engine/RepeatSkillEffectVfx.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

18 lines
611 B
C#

using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class RepeatSkillEffectVfx : SequentialVfxPlayer
{
private const float WAIT_REPEAT_TIME = 1f;
public RepeatSkillEffectVfx(IBattleCardView cardView, string repeatTiming, bool isSelf)
{
if (cardView != null && !(cardView.GameObject == null) && repeatTiming == "when_destroy")
{
Register(new LoadAndPlayEffectVfx("btl_unique_twilightqueen_2", "se_btl_unique_twilightqueen_2", cardView.Transform, 0f));
Register(WaitVfx.Create(1f));
BattleManagerBase.GetIns().OperateMgr.CallOnShowRepeatSkillEffect(isSelf);
}
}
}