Files
SVSimServer/SVSim.BattleEngine/Engine/SingleSkill_attach_skill.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

33 lines
1.1 KiB
C#

using System.Collections.Generic;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SingleSkill_attach_skill : Skill_attach_skill
{
public SingleSkill_attach_skill(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override bool GiveSkill(List<BattleCardBase> targets, SkillCreator.SkillBuildInfo buildInfo, CallParameter parameter, long banNum, int voiceIndex, bool isAttachEvolveSkill, ref ParallelVfxPlayer parallelVfx, ref SequentialVfxPlayer iconVfx)
{
bool result = base.GiveSkill(targets, buildInfo, parameter, banNum, voiceIndex, isAttachEvolveSkill, ref parallelVfx, ref iconVfx);
if (!AIBattleInfoReceiver.CheckCreatedValidEnemyAI() || targets == null)
{
return result;
}
AIBattleInfoReceiver instance = AIBattleInfoReceiver.GetInstance();
if (instance == null)
{
AIBattleInfoReceiver.ShowNotFoundInstanceLog();
return result;
}
for (int i = 0; i < targets.Count; i++)
{
BattleCardBase target = targets[i];
instance.ReceiveAttachedSkillInfo(base.SkillPrm.ownerCard, target);
}
return result;
}
}