Files
SVSimServer/SVSim.BattleEngine/Engine/SkillAbilityWhenPlayNoSelectAndBurialRiteFilter.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

29 lines
984 B
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle;
public class SkillAbilityWhenPlayNoSelectAndBurialRiteFilter : ISkillCardFilter
{
private readonly bool _isEqual;
public SkillAbilityWhenPlayNoSelectAndBurialRiteFilter(string optionText)
{
_isEqual = optionText == "=";
}
public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
{
List<BattleCardBase> list = new List<BattleCardBase>();
for (int i = 0; i < cards.Count(); i++)
{
BattleCardBase battleCardBase = cards.ElementAt(i) as BattleCardBase;
IEnumerable<SkillBase> source = battleCardBase.Skills.Where((SkillBase s) => s.IsWhenPlaySkill);
if ((source.Any((SkillBase s) => s.PreprocessList.Any((SkillPreprocessBase p) => p is SkillPreprocessBurialRite)) && !source.Any((SkillBase s) => s.IsUserSelectType)) == _isEqual)
{
list.Add(battleCardBase);
}
}
return list;
}
}