feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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53
SVSim.BattleEngine/Engine/Wizard/ChatSendReplayListUI.cs
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53
SVSim.BattleEngine/Engine/Wizard/ChatSendReplayListUI.cs
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using System;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class ChatSendReplayListUI
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{
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private const int DEPTH_REPLAY_SHARE_CONFIRM_DIALOG = 15;
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private ChatReplayListDialog _prefabReplayShareDialog;
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private ChatReplaySendConfirmDialog _prefabReplaySendConfirmDialog;
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private Action<ReplayInfoItem> _onDecideReplay;
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private DialogBase _dialogReplayList;
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public ChatSendReplayListUI(ChatReplayListDialog prefabReplayShareDialog, ChatReplaySendConfirmDialog prefabReplaySendConfirmDialog, Action<ReplayInfoItem> onDecideDeck)
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{
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_prefabReplayShareDialog = prefabReplayShareDialog;
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_prefabReplaySendConfirmDialog = prefabReplaySendConfirmDialog;
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_onDecideReplay = onDecideDeck;
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}
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public void CreateReplayListDialog()
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{
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_dialogReplayList = UIManager.GetInstance().CreateDialogClose();
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_dialogReplayList.SetSize(DialogBase.Size.XL);
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_dialogReplayList.SetTitleLabel(Data.SystemText.Get("OtherTop_0033"));
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_dialogReplayList.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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ChatReplayListDialog chatReplayListDialog = UnityEngine.Object.Instantiate(_prefabReplayShareDialog);
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_dialogReplayList.SetObj(chatReplayListDialog.gameObject);
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chatReplayListDialog.Init(Data.ReplayInfo.Items, CreateReplaySelectConfirmDialog);
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}
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private void CreateReplaySelectConfirmDialog(ReplayInfoItem infoItem)
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase.SetTitleLabel(Data.SystemText.Get("Guild_Chat_0003"));
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dialogBase.SetButtonText(Data.SystemText.Get("Guild_Chat_0026"));
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dialogBase.SetPanelDepth(15);
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ChatReplaySendConfirmDialog chatReplaySendConfirmDialog = UnityEngine.Object.Instantiate(_prefabReplaySendConfirmDialog);
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dialogBase.SetObj(chatReplaySendConfirmDialog.gameObject);
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chatReplaySendConfirmDialog.SetData(PlayerStaticData.UserName, PlayerStaticData.UserEmblemID, infoItem);
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dialogBase.onPushButton1 = delegate
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{
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_onDecideReplay.Call(infoItem);
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_dialogReplayList.Close();
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};
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}
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}
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