feat(battle-engine): preserve ctor base-initializers + Event/Reward shims (1386->1226)
- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' / ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729 when the copied base has no parameterless ctor). Whole base-ctor cluster cleared. - UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI UIInput/UIInputOnGUI legacy IMGUI path). - Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -7,6 +7,6 @@ namespace Wizard.Battle.View.Vfx
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{
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public partial class WaitLoadEffectAndSetSeVfx
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{
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public WaitLoadEffectAndSetSeVfx(string fileName, string criSeName, Action<GameObject> setEffectObject) { }
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public WaitLoadEffectAndSetSeVfx(string fileName, string criSeName, Action<GameObject> setEffectObject) : base(fileName, delegate(GameObject effectObject) { if (!BattleManagerBase.GetIns().IsRecovery && !GameMgr.GetIns().GetSoundMgr().IsRejectNewSound()) { if (effectObject != null && !string.IsNullOrEmpty(criSeName)) { effectObject.AddComponent<CriAtomSource>().cueName = criSeName; } setEffectObject.Call(effectObject); } }) { }
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}
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}
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