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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27
SVSim.BattleEngine/Engine/Wizard/StoryNotification.cs
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27
SVSim.BattleEngine/Engine/Wizard/StoryNotification.cs
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using LitJson;
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namespace Wizard;
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public class StoryNotification
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{
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public bool IsDisplayRibbon { get; private set; }
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public bool IsDisplayBadge { get; private set; }
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public void SetStoryNotification(JsonData data)
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{
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JsonData data2 = data["data"]["story_notification"];
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IsDisplayRibbon = data2.GetValueOrDefault("is_display_ribbon", defaultValue: false);
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IsDisplayBadge = data2.GetValueOrDefault("is_display_badge", defaultValue: false);
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}
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public void SetIsDisplayBadge(JsonData data)
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{
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IsDisplayBadge = data.GetValueOrDefault("is_display_badge", defaultValue: false);
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}
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public void TurnOffIsDisplayBadge()
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{
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IsDisplayBadge = false;
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}
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}
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