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/UIPageIndicator.cs
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45
SVSim.BattleEngine/Engine/Wizard/UIPageIndicator.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 UIPageIndicator : UIBase
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{
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[SerializeField]
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private UIGrid _gridParentObj;
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[SerializeField]
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private UIToggle _indicatorOriginal;
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private List<UIToggle> _indicatorList = new List<UIToggle>();
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private int _maxPageNum;
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public void Init(int maxPageNum, int defaultPage = 1)
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{
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_maxPageNum = maxPageNum;
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if (maxPageNum <= 1)
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{
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_gridParentObj.gameObject.SetActive(value: false);
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}
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else
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{
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for (int i = 0; i < maxPageNum; i++)
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{
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_indicatorList.Add(NGUITools.AddChild(_gridParentObj.gameObject, _indicatorOriginal.gameObject).GetComponent<UIToggle>());
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}
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_indicatorOriginal.gameObject.SetActive(value: false);
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_gridParentObj.gameObject.SetActive(value: true);
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_gridParentObj.Reposition();
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}
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UpdateIndicator(defaultPage);
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}
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public void UpdateIndicator(int page)
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{
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if (page > 0 && _maxPageNum >= page && _indicatorList.Count > 0)
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{
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_indicatorList[page - 1].value = true;
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}
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}
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}
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