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/EffectUtility.cs
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21
SVSim.BattleEngine/Engine/Wizard/EffectUtility.cs
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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 EffectUtility
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{
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public static GameObject CreateEffect2D(Effect2dCreateParam param)
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{
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GameObject prefab = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(param.EffectName, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject;
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GameObject gameObject = NGUITools.AddChild(param.Parent, prefab);
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gameObject.transform.localScale /= UIManager.GetInstance().UIManagerRoot.transform.localScale.x;
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if (param.ColorCode.HasValue)
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{
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MotionUtils.ChangeParticleSystemColor(gameObject, ColorCode.Get(param.ColorCode.Value));
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}
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param.UnloadAssetList.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject, param.MaterialSetEndCallback));
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gameObject.SetActive(param.InitActive);
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return gameObject;
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}
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}
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