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.
65 lines
2.1 KiB
C#
65 lines
2.1 KiB
C#
using System.Linq;
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using Wizard.Battle.View.Vfx;
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public class Skill_generic_value_modifier : SkillBase
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{
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protected string _setOptionText = "_OPT_NULL_";
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public override bool ShowSideLog => false;
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public Skill_generic_value_modifier(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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_setOptionText = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.set, "_OPT_NULL_");
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}
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protected int[] GetGenericArray(string text)
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{
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string[] array = text.Split(':');
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int[] array2 = new int[array.Length];
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for (int i = 0; i < array2.Length; i++)
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{
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array2[i] = base.OptionValue.ParseInt(array[i]);
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}
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return array2;
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}
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public virtual void InsertTargetInfo(CallParameter parameter)
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{
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int[] skillGenericArray = parameter.calledSkillResultInfo.SelfLastTargetCards[0].Select((BattleCardBase v) => v.CardId).ToArray();
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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targetCard.SkillApplyInformation.SetSkillGenericArray(skillGenericArray);
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}
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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ParallelVfxPlayer vfxToRegister = ParallelVfxPlayer.Create();
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string option = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.id, "_OPT_NULL_");
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if (_setOptionText != "_OPT_NULL_")
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{
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if (option != "_OPT_NULL_")
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{
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int value = GetGenericArray(_setOptionText)[0];
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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targetCard.SkillApplyInformation.SetSkillGenericKeyAndValue(option, value);
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}
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}
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else
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{
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int[] genericArray = GetGenericArray(_setOptionText);
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foreach (BattleCardBase targetCard2 in parameter.targetCards)
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{
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targetCard2.SkillApplyInformation.SetSkillGenericArray(genericArray);
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}
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
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return vfxWithLoadingSequential;
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}
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}
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