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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42
SVSim.BattleEngine/Engine/FriendApply.cs
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42
SVSim.BattleEngine/Engine/FriendApply.cs
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using System;
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using LitJson;
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public class FriendApply : HeaderData
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{
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public uint id;
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public int viewerId;
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public string name;
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public string countryCode;
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public int rank;
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public long emblemId;
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public int degreeId;
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public DateTime lastPlayTime;
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public DateTime applyedTime;
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public int MissionType { get; private set; }
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public FriendApply(JsonData data)
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{
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id = (uint)data["id"].ToLong();
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viewerId = data["viewer_id"].ToInt();
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name = (string)data["name"];
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countryCode = (string)data["country_code"];
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rank = data["rank"].ToInt();
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emblemId = data["emblem_id"].ToLong();
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degreeId = data["degree_id"].ToInt();
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lastPlayTime = DateTime.Parse(data["last_play_time"].ToString());
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applyedTime = DateTime.Parse(data["create_time"].ToString());
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if (data.Keys.Contains("mission_type"))
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{
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MissionType = data["mission_type"].ToInt();
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}
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}
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}
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