feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
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SVSim.BattleEngine/Engine/WrapContentsScrollBarSize.cs
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30
SVSim.BattleEngine/Engine/WrapContentsScrollBarSize.cs
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using UnityEngine;
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public class WrapContentsScrollBarSize : MonoBehaviour
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{
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public UIWrapContent wrapContent;
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private void Start()
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{
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UIWidget uIWidget = base.gameObject.GetComponent<UIWidget>();
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if (uIWidget == null)
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{
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uIWidget = base.gameObject.AddComponent<UIWidget>();
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}
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uIWidget.height = wrapContent.itemSize * (Mathf.Abs(wrapContent.minIndex - wrapContent.maxIndex) + 1);
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uIWidget.pivot = UIWidget.Pivot.Top;
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base.transform.localPosition = new Vector3(0f, (float)wrapContent.itemSize / 2f, 0f);
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}
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public void ContentUpdate()
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{
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UIWidget uIWidget = base.gameObject.GetComponent<UIWidget>();
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if (uIWidget == null)
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{
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uIWidget = base.gameObject.AddComponent<UIWidget>();
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}
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uIWidget.height = wrapContent.itemSize * (Mathf.Abs(wrapContent.minIndex - wrapContent.maxIndex) + 1);
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uIWidget.pivot = UIWidget.Pivot.Top;
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base.transform.localPosition = new Vector3(0f, (float)wrapContent.itemSize / 2f, 0f);
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}
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}
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