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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69
SVSim.BattleEngine/Engine/Wizard/UIParticleEffectManager.cs
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69
SVSim.BattleEngine/Engine/Wizard/UIParticleEffectManager.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 UIParticleEffectManager : MonoBehaviour
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{
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[SerializeField]
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private GameObject _groupPrefab;
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private static readonly Vector3 START_POSITION = new Vector3(4000f, 0f, 0f);
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private static readonly Vector3 OFFSET_POSITION = new Vector3(4000f, 0f, 0f);
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private int _groupCount;
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private List<UIParticleEffectGroup> _groupList = new List<UIParticleEffectGroup>();
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public static UIParticleEffectManager Instance { get; private set; }
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private void Awake()
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{
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Instance = this;
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}
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public UIParticleEffectGroup StartEffect(Effect2dCreateParam param, UITexture uiTexture, bool isEnableUpdateReposition)
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{
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UIParticleEffectGroup uIParticleEffectGroup = CreateNewGroup(uiTexture);
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uIParticleEffectGroup.StartEffect(param, isEnableUpdateReposition);
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return uIParticleEffectGroup;
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}
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public UIParticleEffectGroup AddEffect(GameObject effect, UITexture uiTexture)
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{
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UIParticleEffectGroup uIParticleEffectGroup = CreateNewGroup(uiTexture);
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uIParticleEffectGroup.SetEffect(effect);
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return uIParticleEffectGroup;
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}
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public void Remove(UIParticleEffectGroup group)
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{
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if (_groupList.Remove(group))
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{
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group.OnBeforeDestroy();
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Object.Destroy(group.gameObject);
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}
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}
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public UIParticleEffectGroup CreateNewGroup(UITexture uiTexture)
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{
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GameObject obj = NGUITools.AddChild(base.gameObject, _groupPrefab);
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UIParticleEffectGroup component = obj.GetComponent<UIParticleEffectGroup>();
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component.Initialize(uiTexture);
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obj.transform.localPosition = START_POSITION + OFFSET_POSITION * _groupCount;
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_groupCount++;
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_groupList.Add(component);
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return component;
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}
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public void OnChangeScene()
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{
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foreach (UIParticleEffectGroup group in _groupList)
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{
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Object.Destroy(group.gameObject);
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}
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_groupList.Clear();
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_groupCount = 0;
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}
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}
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