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/Wizard/CampaignRewardInfo.cs
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SVSim.BattleEngine/Engine/Wizard/CampaignRewardInfo.cs
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using LitJson;
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namespace Wizard;
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public class CampaignRewardInfo
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{
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public UserGoods.Type Type { get; private set; }
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public long GoodsId { get; private set; }
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public int GoodsCount { get; private set; }
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public bool IsReceived { get; private set; }
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public CampaignRewardInfo(JsonData json)
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{
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Type = (UserGoods.Type)json["reward_type"].ToInt();
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GoodsId = json["reward_detail_id"].ToLong();
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GoodsCount = json["reward_num"].ToInt();
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IsReceived = json["is_received"].ToBoolean();
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}
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}
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