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/SupplyLabelPlateListUI.cs
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30
SVSim.BattleEngine/Engine/Wizard/SupplyLabelPlateListUI.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class SupplyLabelPlateListUI : MonoBehaviour
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{
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[SerializeField]
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private SupplyLabelPlate _SupplyTemplate;
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[SerializeField]
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private UIGrid _parentGrid;
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public float SetSupplyList(List<ShopCommonRewardInfo> rewardInfoList)
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{
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_SupplyTemplate.gameObject.SetActive(value: false);
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if (rewardInfoList.Count <= 0)
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{
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return 0f;
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}
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for (int i = 0; i < rewardInfoList.Count; i++)
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{
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GameObject obj = NGUITools.AddChild(_parentGrid.gameObject, _SupplyTemplate.gameObject);
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obj.SetActive(value: true);
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obj.GetComponent<SupplyLabelPlate>().SetSupplyText(rewardInfoList[i]);
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}
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_parentGrid.Reposition();
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return (float)rewardInfoList.Count * _parentGrid.cellHeight + 30f;
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}
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}
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