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.
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Wizard;
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using Wizard.Battle;
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public class SkillConditionHalfLife : ISkillConditionChecker
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{
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public bool IsConditionLesserHalfLife { get; private set; }
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public SkillConditionHalfLife(string flg)
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{
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IsConditionLesserHalfLife = flg == "true";
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}
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public bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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IReadOnlyBattleCardInfo skillInfoClass = playerInfoPair.ReadOnlySelf.SkillInfoClass;
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if (IsConditionLesserHalfLife)
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{
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if (!skillInfoClass.SkillApplyInformation.IsForceBerserk)
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{
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return IsHalfLife(skillInfoClass.Life);
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}
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return true;
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}
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if (!skillInfoClass.SkillApplyInformation.IsForceBerserk)
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{
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return !IsHalfLife(skillInfoClass.Life);
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}
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return false;
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}
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public bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return IsRight(playerInfoPair, option);
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}
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public static bool IsHalfLife(int life)
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{
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return life <= 10;
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}
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}
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