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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63
SVSim.BattleEngine/Engine/Wizard/BaseProductDetail.cs
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63
SVSim.BattleEngine/Engine/Wizard/BaseProductDetail.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public abstract class BaseProductDetail : MonoBehaviour
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{
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[SerializeField]
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protected UITexture _texProductImg;
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[SerializeField]
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private UIScrollView _scrollView;
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[SerializeField]
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private SupplyLabelPlateListUI _supplyLabelPlateList;
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[SerializeField]
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private GameObject _parentDetailList;
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[SerializeField]
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private UILabel _labelDescription;
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[SerializeField]
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private UIGrid _gridDescriptionLines;
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[SerializeField]
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private GameObject _lineTemplate;
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protected float TailPosY;
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public void ResetPositionScrollView()
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{
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_scrollView.ResetPosition();
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}
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protected void SetProductDetail(Texture textureProductImage, List<ShopCommonRewardInfo> rewardInfoList, string descriptionText = null)
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{
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_texProductImg.mainTexture = textureProductImage;
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TailPosY = _supplyLabelPlateList.transform.localPosition.y;
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TailPosY -= _supplyLabelPlateList.SetSupplyList(rewardInfoList);
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if (descriptionText != null)
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{
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_parentDetailList.SetActive(value: true);
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_parentDetailList.transform.localPosition = Vector3.up * TailPosY;
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string text = "";
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text = Global.GetConvertWrapText(_labelDescription, descriptionText);
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for (int i = 0; i < text.Length; i++)
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{
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if (text[i] == '\n')
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{
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NGUITools.AddChild(_gridDescriptionLines.gameObject, _lineTemplate);
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}
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}
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_labelDescription.text = text;
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_gridDescriptionLines.Reposition();
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}
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else if (_parentDetailList != null)
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{
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_parentDetailList.SetActive(value: false);
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}
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ResetPositionScrollView();
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}
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}
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