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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SVSim.BattleEngine/Engine/MailData.cs
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40
SVSim.BattleEngine/Engine/MailData.cs
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using System;
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using LitJson;
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using Wizard;
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public class MailData : HeaderData
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{
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public int mail_id;
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public string message;
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public int reward_type;
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public long reward_count;
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public int item_type;
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public string create_time;
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public int limit_type;
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public long reward_limit_time;
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public long RewardUserGoodsId { get; set; }
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public MailData(JsonData data)
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{
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mail_id = data["present_id"].ToInt();
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message = data["message"].ToString();
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reward_type = data["reward_type"].ToInt();
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RewardUserGoodsId = data["reward_detail_id"].ToLong();
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reward_count = data["reward_count"].ToLong();
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if (reward_type == 4)
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{
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item_type = data["item_type"].ToInt();
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}
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create_time = ConvertTime.ToLocal(DateTime.Parse(data["create_time"].ToString()));
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limit_type = data["present_limit_type"].ToInt();
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reward_limit_time = data["reward_limit_time"].ToLong();
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}
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}
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