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.
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIBarrierLeaveStopInformation : AILeaveStopInformation
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{
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private ulong _barrierHash;
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public AIBarrierLeaveStopInformation(AIBarrierStopPreprocessOption option, AIVirtualCard provider)
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: base(option.TargetCard, provider)
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{
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_barrierHash = option.BarrierHash;
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base.Type = AITagPreprocessInfoType.BARRIER_STOP;
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}
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protected override void StopMethod(AISituationInfo situation)
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{
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base.TargetCard.BarrierInfoCollection.DepriveCertainBarrier(_barrierHash, AIBarrierStopTiming.WhenLeaveStop);
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}
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protected override void PseudoStopMethodForEvalRandomMultiDamage(List<AIBarrierPseudoSimulationInfo> barrierInfoList)
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{
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for (int i = 0; i < barrierInfoList.Count; i++)
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{
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AIBarrierPseudoSimulationInfo aIBarrierPseudoSimulationInfo = barrierInfoList[i];
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if (aIBarrierPseudoSimulationInfo.Owner.IsSameCard(base.TargetCard))
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{
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aIBarrierPseudoSimulationInfo.DepriveCertainBarrier(AIBarrierStopTiming.WhenLeaveStop, _barrierHash);
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}
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}
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}
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public override AITagPreprocessCreationOptionBase CreateOptionInfoForOverride(AIVirtualCard overridedTarget)
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{
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return new AIBarrierStopPreprocessOption(overridedTarget, _barrierHash);
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}
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}
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