using System; using UnityEngine; // TODO(engine-cleanup-pass2): 39 of 45 methods unrun in baseline // Type: Wizard.ClassCharacterMasterData // See data_dumps/reports/engine-cleanup/live-methods.baseline.txt namespace Wizard; public class ClassCharacterMasterData { private int index; public int chara_id { get; private set; } public string chara_name { get; private set; } public string path { get; private set; } public CardBasePrm.ClanType clan { get; private set; } public int class_id { get; private set; } public string _className { get; private set; } public bool is_usable { get; private set; } public int skin_id { get; private set; } public CardBasePrm.ClanType ClassColorId { get; private set; } public bool hide_class_name { get; private set; } public int battle_skin_reverse { get; private set; } public Vector2 StillPosition { get; private set; } public float StillScale { get; private set; } public bool IsAcquired { get; private set; } public bool IsNew { get; private set; } public bool IsHighRank { get; private set; } public bool Is3d { get; private set; } public bool IsEvolveSkin { get; private set; } public bool IsNoEvolveShift { get; private set; } public bool IsOpponentReverse { get; private set; } public int EvolutionDelayFrame { get; private set; } public ClassCharacterMasterData(string[] columns) { if (columns.Length < 20) { string text = "Given a bad argument. length : " + columns.Length + " "; for (int i = 0; i < columns.Length; i++) { text = text + columns[i] + " "; } LocalLog.AccumulateTraceLog(text); } chara_id = int.Parse(columns[index++]); chara_name = ConvClassCharaName(columns[index++]); index++; path = columns[index++]; clan = CardBasePrm.ToStrClanType(columns[index++]); class_id = (int)clan; _className = class_id.ToString(); // Pre-Phase-5b: no clan-name lookup index++; is_usable = Convert.ToBoolean(int.Parse(columns[index++])); skin_id = int.Parse(columns[index++]); int num = int.Parse(columns[index++]); ClassColorId = (CardBasePrm.ClanType)((num == 0) ? class_id : num); hide_class_name = Convert.ToBoolean(int.Parse(columns[index++])); battle_skin_reverse = int.Parse(columns[index++]); StillPosition = new Vector2(float.Parse(columns[index++]), float.Parse(columns[index++])); StillScale = float.Parse(columns[index++]); IsHighRank = int.Parse(columns[index++]) == 1; Is3d = int.Parse(columns[index++]) == 1; IsNoEvolveShift = int.Parse(columns[index++]) == 1; IsOpponentReverse = int.Parse(columns[index++]) == 1; EvolutionDelayFrame = int.Parse(columns[index++]); if (columns.Length >= 20) { IsEvolveSkin = int.Parse(columns[index++]) == 1; } } private string ConvClassCharaName(string id) { return Data.Master.GetClassCharaText(id); } public void UnsetNew() { IsNew = false; } }