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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98
SVSim.BattleEngine/Engine/Wizard/RewardConfirmDialog.cs
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98
SVSim.BattleEngine/Engine/Wizard/RewardConfirmDialog.cs
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Scripts.Network.Data.TaskData.Arena;
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namespace Wizard;
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public class RewardConfirmDialog : MonoBehaviour
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{
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[SerializeField]
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private UILabel _rewardConfirmLabelMainFirst;
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[SerializeField]
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private UILabel _rewardConfirmLabelMainSecond;
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[SerializeField]
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private UILabel _rewardConfirmLabelSub;
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[SerializeField]
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private GameObject _rewardDialogRoot;
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[SerializeField]
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private RewardBase _rewardDialog;
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[SerializeField]
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private RewardBase _pageChangeRewardPrefab;
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[SerializeField]
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private RewardConfirmView _reardConfirmViewFor4;
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public void CreateRewardConfirmDialog(GachaPointExchangeInfo gachaPointExchangeInfo, int dialogInnerDepth, int dialogInnerSortingOrder)
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{
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if (gachaPointExchangeInfo.RewardList.Count >= 5 && !RewardConfirmView.IsSpecialEmblemLayout(gachaPointExchangeInfo.RewardList))
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{
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CreateRewardViewForPageChange(gachaPointExchangeInfo.RewardList, dialogInnerDepth, dialogInnerSortingOrder);
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}
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else if (gachaPointExchangeInfo.RewardList.Count <= 3)
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{
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CreateRewardViewFor3(gachaPointExchangeInfo.RewardList, dialogInnerDepth, dialogInnerSortingOrder);
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}
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else
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{
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CreateRewardViewFor4(gachaPointExchangeInfo.RewardList);
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}
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}
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public void SetText(string mainTextFirst, string mainTextSecond, string subText)
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{
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_rewardConfirmLabelMainFirst.text = mainTextFirst;
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_rewardConfirmLabelMainSecond.text = mainTextSecond;
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_rewardConfirmLabelSub.text = subText;
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}
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private void CreateRewardViewFor3(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList, int dialogInnerDepth, int dialogInnerSortingOrder)
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{
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_reardConfirmViewFor4.gameObject.SetActive(value: false);
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RewardBase component = NGUITools.AddChild(_rewardDialogRoot, _rewardDialog.gameObject).GetComponent<RewardBase>();
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UIPanel component2 = component.gameObject.GetComponent<UIPanel>();
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component2.depth = dialogInnerDepth;
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component2.sortingOrder = dialogInnerSortingOrder;
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component.SetActiveRewardLabel(isShow: false);
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for (int i = 0; i < rewardList.Count; i++)
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{
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component.AddReward(rewardList[i]);
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}
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component.EndCreate();
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}
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private void CreateRewardViewForPageChange(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList, int dialogInnerDepth, int dialogInnerSortingOrder)
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{
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_reardConfirmViewFor4.gameObject.SetActive(value: false);
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RewardBase component = NGUITools.AddChild(_rewardDialogRoot, _pageChangeRewardPrefab.gameObject).GetComponent<RewardBase>();
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UIPanel component2 = component.gameObject.GetComponent<UIPanel>();
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component2.depth = dialogInnerDepth;
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component2.sortingOrder = dialogInnerSortingOrder;
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component.SetActiveRewardLabel(isShow: false);
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for (int i = 0; i < rewardList.Count; i++)
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{
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NguiObjs rewardObj = component.AddReward(rewardList[i]);
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switch (rewardList[i].UserGoodsData.GoodsType)
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{
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case UserGoods.Type.Sleeve:
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component.ChangeRewardTextureSize(rewardObj, 145, 200);
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break;
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case UserGoods.Type.Degree:
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case UserGoods.Type.MyPageBG:
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component.ChangeRewardTextureSize(rewardObj, 145, 145);
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break;
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}
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}
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component.EndCreate();
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}
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private void CreateRewardViewFor4(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList)
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{
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_reardConfirmViewFor4.gameObject.SetActive(value: true);
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_reardConfirmViewFor4.Initialize(rewardList);
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}
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}
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