Files
SVSimServer/SVSim.BattleEngine/Engine/BattleStageChoiceObject.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

37 lines
802 B
C#

using System;
using UnityEngine;
public class BattleStageChoiceObject : MonoBehaviour
{
[SerializeField]
private UIButton _button;
[SerializeField]
private UITexture _texture;
[SerializeField]
private GameObject _offObject;
public Action _onButton;
public void Init()
{
UIEventListener.Get(_button.gameObject).onClick = null;
UIEventListener uIEventListener = UIEventListener.Get(_button.gameObject);
uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate
{
_onButton();
});
}
public void SettingOffSelect(bool isOff)
{
_offObject.gameObject.SetActive(isOff);
}
public void SettingTexture(Texture texture)
{
_texture.mainTexture = texture;
}
}