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.
This commit is contained in:
gamer147
2026-06-05 17:22:20 -04:00
parent 0d9d8acae0
commit 957af3d1ec
1795 changed files with 166536 additions and 0 deletions

View File

@@ -0,0 +1,184 @@
using System.Collections;
using Cute;
using UnityEngine;
using Wizard;
public class LoadingBase : UIBase
{
[SerializeField]
private GameObject mainObj;
[SerializeField]
private UILabel ParLabel;
[SerializeField]
private UIGauge LoadingBar;
[SerializeField]
protected UILabel LoadTitleLabel;
[SerializeField]
protected UILabel LoadTextLabel;
[SerializeField]
private UITexture BGTexture;
private int loadIndex;
private string comment = "";
private Coroutine coroutine;
protected bool isLabelUpdate = true;
private float loadAssetsMaxNum;
public bool IsOpponentWait;
public float CurrentProgress { get; private set; }
public bool MaximumValueFixedMode { get; set; }
private void Awake()
{
MaximumValueFixedMode = false;
CurrentProgress = 0f;
}
protected virtual void Start()
{
if ((bool)LoadTextLabel)
{
comment = Data.SystemText.Get("System_0001");
}
if ((bool)ParLabel)
{
ParLabel.text = "0";
}
if ((bool)mainObj)
{
mainObj.SetActive(value: false);
mainObj.GetComponent<UIAnchor>().uiCamera = UIManager.GetInstance().UIRootLoadingCamera;
}
OnEnable();
}
public virtual void fadeOutLoading()
{
}
public void closeLoading()
{
if (base.gameObject != null)
{
Object.Destroy(base.gameObject);
}
}
private void OnEnable()
{
if (coroutine == null)
{
setParLabelActive(isactive: true);
coroutine = StartCoroutine(lodingAnimation());
}
}
private void OnDisable()
{
if (coroutine != null)
{
StopCoroutine(coroutine);
coroutine = null;
}
IsOpponentWait = false;
}
public void setMaxAssetsNum(bool enable, float num)
{
MaximumValueFixedMode = enable;
loadAssetsMaxNum = num;
}
public void setLoadingComment(string comment)
{
this.comment = comment;
}
public void setParLabelActive(bool isactive)
{
if ((bool)ParLabel && ParLabel.gameObject.activeSelf != isactive)
{
ParLabel.gameObject.SetActive(isactive);
}
}
public IEnumerator lodingAnimation()
{
if ((bool)mainObj)
{
mainObj.SetActive(value: false);
}
WaitForSeconds waitTime = new WaitForSeconds(0.05f);
while (true)
{
float num = ((!MaximumValueFixedMode) ? (Toolbox.ResourcesManager.GetDownloadMaxSize() + (float)Toolbox.ResourcesManager.GetLoadingMax()) : loadAssetsMaxNum);
float num2 = CalculateProgress();
CurrentProgress = ((num == 0f) ? 0f : (num2 / num));
if (CurrentProgress > 1f)
{
CurrentProgress = 1f;
}
if ((bool)ParLabel)
{
ParLabel.text = $"{CurrentProgress * 100f:f1}%";
}
if ((bool)LoadingBar)
{
LoadingBar.Value = CurrentProgress;
}
string str = "";
for (int i = 0; i < loadIndex; i++)
{
str += ".";
}
if (Data.SystemText == null)
{
yield return 0;
}
if (isLabelUpdate && (bool)LoadTextLabel)
{
LoadTextLabel.text = comment + str;
}
loadIndex++;
if (loadIndex >= 4)
{
loadIndex = 0;
}
yield return waitTime;
if ((bool)mainObj && !mainObj.activeSelf)
{
mainObj.SetActive(value: true);
mainObj.GetComponent<UIAnchor>().enabled = true;
}
if (IsOpponentWait)
{
if (CurrentProgress >= 1f)
{
setLoadingComment(Data.SystemText.Get("Battle_0408"));
setParLabelActive(isactive: false);
}
else
{
setLoadingComment(Data.SystemText.Get("System_0001"));
setParLabelActive(isactive: true);
}
}
}
}
protected virtual float CalculateProgress()
{
return Toolbox.ResourcesManager.GetLoadingCompleted();
}
}