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 LitJson;
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namespace Wizard;
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public class PracticePuzzleMissionData
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{
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public string Name { get; private set; }
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public UserGoods.Type UserGoodsType { get; private set; }
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public long ItemId { get; private set; }
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public int ItemCount { get; private set; }
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public int CurrentClearCount { get; private set; }
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public int TotalMissionCount { get; private set; }
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public bool IsCleared { get; private set; }
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public PracticePuzzleMissionData(JsonData json)
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{
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Name = json["mission_name"].ToString();
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JsonData jsonData = json["reward_list"][0];
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UserGoodsType = (UserGoods.Type)jsonData["reward_type"].ToInt();
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ItemId = jsonData["reward_detail_id"].ToLong();
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ItemCount = jsonData["reward_number"].ToInt();
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CurrentClearCount = json["total_count"].ToInt();
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TotalMissionCount = json["require_number"].ToInt();
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IsCleared = json["is_achieved"].ToBoolean();
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}
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}
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