feat(battle-engine): EffectType full enum + collection/card/vfx extension copies
Replaces partial EffectMgr.EffectType with all 226 decomp values; copies the IsNotNullOrEmpty/EquelsID/FindFromCardId/GetAllFuncVfxResults extension files + UI extensions; adds Renderer/MeshFilter shared-material/mesh/sortingOrder. Compile loop then closed the revealed deps (3242 files). 9.1k -> 18 errors.
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard.Lottery;
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public class LotteryMissionDialog : MonoBehaviour
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{
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[SerializeField]
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private GameObject _lotteryMissionItemPrefab;
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[SerializeField]
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private UIGrid _grid;
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public static void Create(GameObject prefab, LotteryInfoTask.LotteryInfoData lotteryData)
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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LotteryMissionDialog component = Object.Instantiate(prefab).GetComponent<LotteryMissionDialog>();
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dialogBase.SetObj(component.gameObject);
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetTitleLabel(Data.SystemText.Get("Mission_0075"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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component.Initialize(lotteryData);
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}
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private void Initialize(LotteryInfoTask.LotteryInfoData lotteryData)
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{
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List<LotteryMissionData> list = new List<LotteryMissionData>(lotteryData.LotteryMissionList);
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if (lotteryData.BigChanceMission != null)
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{
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list.Add(lotteryData.BigChanceMission);
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}
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for (int i = 0; i < list.Count; i++)
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{
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LotteryMissionData lotteryData2 = list[i];
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bool flag = i + 1 == list.Count;
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AchievementWindowBase component = NGUITools.AddChild(_grid.gameObject, _lotteryMissionItemPrefab).GetComponent<AchievementWindowBase>();
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component.gameObject.SetActive(value: true);
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component.SetLottery(lotteryData2, !flag);
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}
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_grid.Reposition();
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}
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}
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