port(m1): wave 7k — M1 COMPLETE: 0 compile errors, headless engine builds (12->0)
Final three clusters: - RoomParamKey: copy Wizard.RoomMatch/RoomParamKey.cs verbatim (UriNames/WatchUriNames static dicts keyed by PlayerController.ROOM_URI + PlayerControllerForWatching. SEND_PARAMETER — both now real enums). - CardChooseTask: copy the TwoPick/CardChooseTask.cs (TaskManager `using`s .Arena.TwoPick, not .Competition — copy_loop had only landed the Competition twin). - SetCardNumLabel CS1739: decompiler param-name artifact — the local fn's 3rd param was recovered as `flag` but call sites pass it named `isRed:`. First DP5 tracked patch: Engine/UICardList.cs edited (flag->isRed, zero logic change), recorded in Patches/ + manifest patched=1 (drift-clean). M1 exit criteria met: `dotnet build SVSim.BattleEngine` = 0 errors, no Unity ref in csproj, check_drift clean. Session 7: 198 -> 0 across waves 7a-7k. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Decompiler artifact: the local function `SetCardNumLabel(UILabel, int, bool)` had its
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third parameter recovered as `flag`, but the (also-decompiled) call sites pass it by the
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named argument `isRed:` (lines 875-876). Param name vs. named-arg mismatch -> CS1739.
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Mechanical fix (zero logic change): rename the parameter `flag` -> `isRed` and its single
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use in the body. No behavior change.
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--- Engine/UICardList.cs (local fn ~line 878)
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- static void SetCardNumLabel(UILabel label, int num3, bool flag)
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+ static void SetCardNumLabel(UILabel label, int num3, bool isRed)
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{
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label.text = num3.ToString();
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- label.color = (flag ? LabelDefine.TEXT_COLOR_RED : LabelDefine.TEXT_COLOR_NORMAL);
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+ label.color = (isRed ? LabelDefine.TEXT_COLOR_RED : LabelDefine.TEXT_COLOR_NORMAL);
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}
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