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
1003 B
C#
38 lines
1003 B
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIChangeInplayImmediateIndestructible : AIWhenChangeInplayTagArgument
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{
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public AIChangeInplayImmediateIndestructible(string text)
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: base(text, isImmediate: true)
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{
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}
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protected override void CreateLegalSelectTypes()
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{
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base.LegalSelectTypes = new AIScriptTokenArgType[1] { AIScriptTokenArgType.ALL_SELECT };
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}
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protected override List<AIVirtualCard> GetCandidateRange(AIVirtualField field)
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{
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return field.CardListSet.BothInplayCards;
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}
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protected override void ChangeInplayTagStartProcess(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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if (base.SelectType == AIScriptTokenArgType.ALL_SELECT)
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{
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GiveIndestructibleToAll(targets);
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}
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}
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private void GiveIndestructibleToAll(List<AIVirtualCard> targets)
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{
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for (int i = 0; i < targets.Count; i++)
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{
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targets[i].IsIndestructible = true;
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}
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}
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}
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