feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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36
SVSim.BattleEngine/Engine/BattleStageChoiceObject.cs
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36
SVSim.BattleEngine/Engine/BattleStageChoiceObject.cs
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using System;
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using UnityEngine;
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public class BattleStageChoiceObject : MonoBehaviour
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{
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[SerializeField]
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private UIButton _button;
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[SerializeField]
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private UITexture _texture;
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[SerializeField]
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private GameObject _offObject;
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public Action _onButton;
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public void Init()
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{
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UIEventListener.Get(_button.gameObject).onClick = null;
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UIEventListener uIEventListener = UIEventListener.Get(_button.gameObject);
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uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate
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{
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_onButton();
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});
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}
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public void SettingOffSelect(bool isOff)
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{
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_offObject.gameObject.SetActive(isOff);
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}
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public void SettingTexture(Texture texture)
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{
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_texture.mainTexture = texture;
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}
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}
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