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/QuestDeckListTask.cs
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54
SVSim.BattleEngine/Engine/Wizard/QuestDeckListTask.cs
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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 QuestDeckListTask : BaseTask
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{
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public class QuestDeckListTaskParam : BaseParam
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{
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public int quest_stage_id;
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}
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public DeckGroupListData DeckGroupListData { get; private set; }
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public List<Format> BonusFormatList { get; private set; }
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public List<CardBasePrm.ClanType> BonusClassList { get; private set; }
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public QuestDeckListTask()
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{
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base.type = ApiType.Type.QuestGetDeckList;
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}
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public void SetParameter(int questStageId)
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{
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QuestDeckListTaskParam questDeckListTaskParam = new QuestDeckListTaskParam();
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questDeckListTaskParam.quest_stage_id = questStageId;
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base.Params = questDeckListTaskParam;
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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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GameMgr.GetIns().GetDataMgr().SetMaintenanceCardIds(base.ResponseData["data"]["maintenance_card_list"]);
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DeckGroupListData = new DeckGroupListData(jsonData, Format.All);
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DeckGroupListData.RemoveUseSubClassDeckList();
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BonusFormatList = new List<Format>();
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for (int i = 0; i < jsonData["bonus_deck_format"].Count; i++)
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{
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BonusFormatList.Add(Data.ParseApiFormat(jsonData["bonus_deck_format"][i].ToInt()));
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}
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BonusClassList = new List<CardBasePrm.ClanType>();
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for (int j = 0; j < jsonData["bonus_class_id"].Count; j++)
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{
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BonusClassList.Add((CardBasePrm.ClanType)jsonData["bonus_class_id"][j].ToInt());
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}
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return num;
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}
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}
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