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.
57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIOtherSummonDamage : AITriggerAndTargetFiltersTagBase
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{
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private const int DAMAGE_OFFSET = 1;
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private const int SELECT_TYPE_OFFSET = 2;
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public AIScriptTokenArgType SelectType { get; private set; }
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public AIPolishConvertedExpression Damage { get; private set; }
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protected override int NON_FILTER_FIRST_OFFSET => 2;
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public AIOtherSummonDamage(string text)
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: base(text)
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{
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}
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protected override void InitExpressions(string text)
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{
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base.InitExpressions(text);
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AIPolishConvertedExpression arg = _exprList[_exprList.Count - 2];
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AIScriptTokenArgType selectType = AIScriptTokenArgType.NONE;
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if (!IsLegalSelectType(arg, out selectType))
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{
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SelectType = AIScriptTokenArgType.ALL_SELECT;
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}
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else
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{
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SelectType = selectType;
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}
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Damage = _exprList[_exprList.Count - 1];
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}
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protected override void RunTagMethod(List<AIVirtualCard> targets, AIVirtualField field, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
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{
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base.RunTagMethod(targets, field, tagOwner, playPtn, situation);
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int damage = (int)Damage.EvalArg(tagOwner, playPtn, field, situation);
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if (SelectType == AIScriptTokenArgType.ALL_SELECT)
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{
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AIDamageSimulationUtility.DamageAll(targets, tagOwner, field, damage, situation);
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}
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else if (SelectType == AIScriptTokenArgType.RANDOM_SELECT)
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{
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AIDamageSimulationUtility.DamageRandom(targets, tagOwner, field, damage, situation);
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}
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}
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protected override List<AIVirtualCard> GetFilteredTargets(List<AIVirtualCard> candidates, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation, bool isBlockDead = true)
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{
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return AIFilteringUtility.FilteringForStatusEffectiveAbility(candidates, tagOwner, base.TargetFilters, playPtn, situation, isAttackEffective: false, isBlockDead);
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}
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}
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