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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using System.Collections.Generic;
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using LitJson;
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namespace Wizard;
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public class GetSelectSkinOwnedStatusTask : BaseTask
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{
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public class SelectSkinCardListTaskParam : BaseParam
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{
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public int parent_gacha_id;
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}
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public Dictionary<CardBasePrm.ClanType, List<SelectSkinCardInfo>> SkinCardListInClassDic { get; private set; }
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public GetSelectSkinOwnedStatusTask()
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{
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base.type = ApiType.Type.GetSelectSkinOwnedStatus;
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}
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public void SetParameter(int packId)
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{
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SelectSkinCardListTaskParam selectSkinCardListTaskParam = new SelectSkinCardListTaskParam();
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selectSkinCardListTaskParam.parent_gacha_id = packId;
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base.Params = selectSkinCardListTaskParam;
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}
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protected override int Parse()
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{
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int num = base.Parse();
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if (num != 1)
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{
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return num;
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}
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JsonData jsonData = base.ResponseData["data"];
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SkinCardListInClassDic = new Dictionary<CardBasePrm.ClanType, List<SelectSkinCardInfo>>();
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for (CardBasePrm.ClanType clanType = CardBasePrm.ClanType.MIN; clanType < CardBasePrm.ClanType.MAX; clanType++)
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{
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SkinCardListInClassDic[clanType] = new List<SelectSkinCardInfo>();
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int num2 = (int)clanType;
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JsonData jsonData2 = jsonData[num2.ToString()];
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if (jsonData2.Count != 0)
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{
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List<string> list = new List<string>(jsonData2.Keys);
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for (int i = 0; i < list.Count; i++)
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{
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string prop_name = list[i];
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SelectSkinCardInfo item = new SelectSkinCardInfo(jsonData2[prop_name], clanType);
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SkinCardListInClassDic[clanType].Add(item);
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}
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}
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}
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return num;
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}
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}
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