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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36
SVSim.BattleEngine/Engine/Wizard/PracticeDataMgr.cs
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36
SVSim.BattleEngine/Engine/Wizard/PracticeDataMgr.cs
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using System.Collections.Generic;
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using System.Linq;
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using LitJson;
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namespace Wizard;
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public class PracticeDataMgr
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{
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private List<PracticeData> _dataList = new List<PracticeData>();
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public List<int> CampaignClassIdList { get; private set; } = new List<int>();
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public PracticeDataMgr(JsonData data)
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{
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if (data == null)
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{
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return;
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}
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for (int i = 0; i < data.Count; i++)
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{
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_dataList.Add(new PracticeData(data[i]));
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}
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foreach (PracticeData data2 in _dataList)
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{
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if (data2.IsCampaign && !CampaignClassIdList.Contains(data2.ClassId))
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{
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CampaignClassIdList.Add(data2.ClassId);
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}
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}
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}
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public List<PracticeData> GetClassDataList(int classId)
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{
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return _dataList.Where((PracticeData data) => data.ClassId == classId).ToList();
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}
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}
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