Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
84 lines
2.6 KiB
C#
84 lines
2.6 KiB
C#
using System.Collections.Generic;
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using Wizard.Battle.Recovery;
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namespace Wizard;
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public class BossRushBattleData
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{
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public int QuestStageId { get; private set; }
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public int Battle3dFieldID { get; private set; }
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public string BgmId { get; private set; }
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public int CharaId { get; private set; }
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public int EnemyAiId { get; private set; }
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public int EmblemId { get; private set; }
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public int DegreeId { get; private set; }
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public int PlayerEmotionOverride { get; private set; }
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public int EnemyEmotionOverride { get; private set; }
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public bool IsMockBattle { get; private set; }
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public int RecoveryPointWhenFinish { get; private set; }
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public List<BossRushSpecialSkill> PlayerSkillList { get; private set; }
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public BossRushSpecialSkill EnemySkill { get; private set; }
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public int MaxBattleCount { get; }
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public int CurrentWinCount { get; }
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public BossRushBattleData(BossRushLobbyBossData bossData, List<BossRushSpecialSkill> playerSkillList, BossRushSpecialSkill enemySkill, BossRushLobbyData lobbyData)
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{
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QuestStageId = bossData.QuestStageId;
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Battle3dFieldID = bossData.Battle3dFieldId;
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BgmId = bossData.BgmId;
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CharaId = bossData.CharacterId;
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EnemyAiId = bossData.AI;
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EmblemId = (int)bossData.EmblemId;
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DegreeId = (int)bossData.DegreeId;
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RecoveryPointWhenFinish = bossData.RecoveryPoint;
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PlayerSkillList = playerSkillList;
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EnemySkill = enemySkill;
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MaxBattleCount = lobbyData.BossDataList.Count;
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CurrentWinCount = lobbyData.WinCount;
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}
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public BossRushBattleData(QuestBossData bossData, List<BossRushSpecialSkill> playerSkillList, BossRushSpecialSkill enemySkill)
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{
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QuestStageId = bossData.StageId;
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Battle3dFieldID = bossData.Battle3dFieldId;
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BgmId = bossData.BgmId;
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CharaId = bossData.CharacterId;
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EnemyAiId = bossData.AI;
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EmblemId = (int)bossData.EmblemId;
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DegreeId = (int)bossData.DegreeId;
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RecoveryPointWhenFinish = bossData.RecoveryPoint;
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PlayerSkillList = playerSkillList;
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EnemySkill = enemySkill;
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}
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public BossRushBattleData(SetupConditionInfo setupInfo)
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{
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QuestStageId = setupInfo.QuestStageId;
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Battle3dFieldID = setupInfo.BackGroundId;
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BgmId = setupInfo.BgmId;
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CharaId = setupInfo.EnemyInfo.CharaId;
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EnemyAiId = setupInfo.QuestEnemyAiId;
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EmblemId = setupInfo.QuestEnemyEmblemId;
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DegreeId = setupInfo.QuestEnemyDegreeId;
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RecoveryPointWhenFinish = setupInfo.RecoveryPoint;
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PlayerSkillList = setupInfo.QuestPlayerSkillList;
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EnemySkill = setupInfo.QuestEnemySkill;
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MaxBattleCount = setupInfo.QuestMaxBattleCount;
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CurrentWinCount = setupInfo.QuestCurrentWinCount;
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}
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}
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