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.
53 lines
1.1 KiB
C#
53 lines
1.1 KiB
C#
using System.Collections;
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using UnityEngine;
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public class BattleCoroutine
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{
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private static BattleCoroutine m_instance;
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private static MonoBehaviour _coroutineObject;
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public static BattleCoroutine GetInstance()
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{
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if (m_instance == null)
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{
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m_instance = new BattleCoroutine();
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}
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if (_coroutineObject == null)
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{
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GameObject gameObject = Object.Instantiate(Resources.Load("Prefab/Game/_BattleCoroutine")) as GameObject;
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if (null != gameObject)
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{
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_coroutineObject = gameObject.GetComponent<MonoBehaviour>();
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}
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}
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return m_instance;
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}
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public Coroutine StartCoroutine(IEnumerator enumerator)
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{
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return _coroutineObject.StartCoroutine(enumerator);
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}
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public void StopAllCoroutines()
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{
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_coroutineObject.StopAllCoroutines();
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}
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public void StopCoroutine(IEnumerator enumerator)
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{
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if (enumerator != null)
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{
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_coroutineObject.StopCoroutine(enumerator);
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}
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}
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public void StopCoroutine(Coroutine enumerator)
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{
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if (enumerator != null)
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{
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_coroutineObject.StopCoroutine(enumerator);
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}
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}
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}
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