Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/PlaySkipWithActionInformation.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

41 lines
1.3 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class PlaySkipWithActionInformation : PlaySkipInformation
{
public AIScriptTokenArgType Action;
public PlaySkipWithActionInformation(AIScriptTokenArgType action)
{
TagType = AIPlayTagType.PlaySkipWithAction;
Action = action;
base.IsEvolutionPermittedTag = false;
}
public AIVirtualActionInfo GetExtraActionBase(AISinglePlayptnRecord playPtnRecord, ref List<AIScriptTokenArgType> checkedActionTypeList)
{
if (checkedActionTypeList != null && checkedActionTypeList.Contains(Action))
{
return null;
}
AIVirtualActionInfo result = ((Action != AIScriptTokenArgType.NEXT_PLAY) ? null : GetNextPlayActionBase(playPtnRecord));
checkedActionTypeList = AIParamQuery.AddElementToList(Action, checkedActionTypeList);
return result;
}
private AIVirtualActionInfo GetNextPlayActionBase(AISinglePlayptnRecord record)
{
if (record.PlayedCardList.Count <= 0)
{
return null;
}
PlayedCardInfo playedCardInfo = record.PlayedCardList[0];
if (playedCardInfo.TransformCard == null)
{
return new AIVirtualTargetSelectAction(playedCardInfo.Card, playedCardInfo.Card, AIOperationType.PLAY);
}
return new AIVirtualTargetSelectAction(playedCardInfo.TransformCard, playedCardInfo.Card, AIOperationType.PLAY);
}
}