Files
SVSimServer/SVSim.BattleEngine/Engine/BattleFinishSendBase.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

50 lines
1.7 KiB
C#

using System;
using Cute;
using Wizard;
public class BattleFinishSendBase
{
private FinishTaskBase _finishTaskBase;
private Action<NetworkTask.ResultCode> _onSuccess;
private NetworkManager _networkManager;
private BattleManagerBase _battleMgr;
public BattleFinishSendBase(BattleManagerBase mgr)
{
_networkManager = Toolbox.NetworkManager;
_battleMgr = mgr;
}
public void SendMatchingFinish(FinishTaskBase finishTaskBase, Action<NetworkTask.ResultCode> callbackOnSuccess)
{
_finishTaskBase = finishTaskBase;
SettingFinishBattleParameter(finishTaskBase);
_onSuccess = callbackOnSuccess;
StartMatchingFinish();
}
private void StartMatchingFinish()
{
LocalLog.AccumulateLastTraceLog("StartMatchingFinish");
BattleCoroutine.GetInstance().StartCoroutine(_networkManager.Connect(_finishTaskBase, _onSuccess, CallbackOnFailure, null, encrypt: true, useJson: false, showLoadingIcon: false));
}
public void CallbackOnFailure(NetworkTask.ResultCode result)
{
LocalLog.AccumulateTraceLog("CallbackOnFailure" + result);
}
private void SettingFinishBattleParameter(FinishTaskBase data)
{
int cumulativeEvolutionCount = _battleMgr.BattlePlayer._cumulativeEvolutionCount;
int cumulativeEvolutionCount2 = _battleMgr.BattleEnemy._cumulativeEvolutionCount;
int battle_result = ((!_battleMgr.BattlePlayer.Class.IsDead) ? 1 : 0);
int is_retire = (_battleMgr.IsPlayerRetire ? 1 : 0);
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
data.SettingFinishBattleParameter(dataMgr.GetPlayerClassId(), _battleMgr.BattlePlayer.Turn, cumulativeEvolutionCount, cumulativeEvolutionCount2, battle_result, is_retire);
}
}