Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_draw.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

56 lines
2.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_draw : SkillBase
{
private const string CARD_OPEN_TRUE = "true";
private bool _isActiveChangeShortageDeck;
public override bool IsAllowDestroyTarget => true;
public override bool IsVisibleTarget { get; protected set; }
public bool IsActiveChangeShortageDeck => _isActiveChangeShortageDeck;
public Skill_draw(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
_isActiveChangeShortageDeck = false;
List<BattleCardBase> list = parameter.targetCards.ToList();
IsVisibleTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_open, string.Empty) == "true";
BattlePlayerBase battlePlayerBase = ((!(base.ApplyBattlePlayerFilter is SelfBattlePlayerFilter)) ? base.SkillPrm.opponentBattlePlayer : base.SkillPrm.selfBattlePlayer);
bool isPlayer = battlePlayerBase.IsPlayer;
bool flag = false;
flag = base.ApplyCardFilterList.Where((ISkillCardFilter f) => f.GetType() != typeof(SkillNullFilter) && f.GetType() != typeof(SkillAllCardFilter)).Count() < 1 && battlePlayerBase.CheckShortageDeck(base.ApplySelectFilter.CalcCount(base.OptionValue), parameter.skillProcessor, out _isActiveChangeShortageDeck);
SkillProcessor skillProcessor = parameter.skillProcessor;
bool isVisibleTarget = IsVisibleTarget;
SkillResultInfo calledSkillResultInfo = parameter.calledSkillResultInfo;
VfxWith<IEnumerable<BattleCardBase>> vfxWith = battlePlayerBase.DrawManagement(list, skillProcessor, isVisibleTarget, flag, calledSkillResultInfo, this);
if (vfxWith.Value.Count() <= 0 && !flag)
{
return NullVfxWithLoading.GetInstance();
}
List<BattleCardBase> list2 = list.Where((BattleCardBase s) => s.IsInHand).ToList();
for (int num = 0; num < list2.Count(); num++)
{
base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillDrewCard(list2.ElementAt(num));
BattleLogManager.GetInstance().UpdateFusionedCardSkillDrewCard(base.SkillPrm.ownerCard);
}
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillDrawCard(list2, this, IsVisibleTarget, isPlayer, isOverDraw: false);
BattleLogManager.GetInstance().AddLogSkillDrawCard(list.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, IsVisibleTarget, isPlayer, isOverDraw: true);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterToMainVfx(vfxWith.Vfx);
return vfxWithLoadingSequential;
}
}