Files
SVSimServer/SVSim.BattleEngine/Engine/BattleCoroutine.cs
gamer147 957af3d1ec 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.
2026-06-05 17:22:20 -04:00

53 lines
1.1 KiB
C#

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