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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47
SVSim.BattleEngine/Engine/Wizard/ColorCode.cs
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47
SVSim.BattleEngine/Engine/Wizard/ColorCode.cs
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using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public static class ColorCode
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{
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public const string MASTER_NAME = "color_code";
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private const char INFO_DELIMITER = ':';
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private static Dictionary<eColorCodeId, Color> _colorCodeDic = new Dictionary<eColorCodeId, Color>();
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public static void BuildData()
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{
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string[] array = (Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("color_code", ResourcesManager.AssetLoadPathType.MasterEtc, isfetch: true)) as TextAsset).text.Trim().Replace("\r", "").Split('\n');
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for (int i = 0; i < array.Length; i++)
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{
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string[] array2 = array[i].Split(':');
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if (Enum.TryParse<eColorCodeId>(array2[0], out var result))
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{
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ColorUtility.TryParseHtmlString(array2[1], out var color);
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_colorCodeDic[result] = color;
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}
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}
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}
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public static Color GetWithString(string id)
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{
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if (Enum.TryParse<eColorCodeId>(id, out var result))
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{
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return Get(result);
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}
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return Color.red;
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}
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public static Color Get(eColorCodeId id)
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{
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if (_colorCodeDic.TryGetValue(id, out var value))
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{
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return value;
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}
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return Color.red;
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}
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}
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