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.
32 lines
1.4 KiB
C#
32 lines
1.4 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIChangeInplayImmediateLifeLowerLimit : AIChangeInplayImmediateBarrierBase
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{
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protected override int _stopTimingOffset => 1;
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protected override int _defaultDamageTypeOffset => 2;
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public AIChangeInplayImmediateLifeLowerLimit(string text)
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: base(text)
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{
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}
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protected override void GiveBarrierToAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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AIBarrierSimulationUtility.AddLifeLowerLimitToAll(targets, tagOwner, field, _damageType, _stopTiming);
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}
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protected override void DepriveBarrierFromAllTargets(List<AIVirtualCard> targets, AIVirtualCard tagOwner, AIVirtualField field, List<int> playPtn, AISituationInfo situation)
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{
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AIDamageType damageTypeFromArgType = AIBarrierSimulationUtility.GetDamageTypeFromArgType(_damageType);
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AIBarrierStopTiming barrierStopTimingFromArgType = AIBarrierSimulationUtility.GetBarrierStopTimingFromArgType(_stopTiming, tagOwner);
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ulong depriveShieldHash = AIBarrierSimulationUtility.CalculateBarrierInfoBaseHash(damageTypeFromArgType, AIBarrierType.DamageClippingLifeLowerLimit, barrierStopTimingFromArgType);
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for (int i = 0; i < targets.Count; i++)
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{
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targets[i].BarrierInfoCollection.DepriveCertainBarrier(depriveShieldHash, barrierStopTimingFromArgType);
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}
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}
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}
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