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.
40 lines
877 B
C#
40 lines
877 B
C#
using UnityEngine;
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using Wizard;
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public static class CardShaderDefine
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{
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public const string CARD_SHADER_DEFAULT = "Wizard/Card/Basic_Front0_Back0_Normal";
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public const string CARD_SHADER_FOIL = "Wizard/VariantCardShader";
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public static void ReplaceShader(Material mat)
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{
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if (!(mat == null))
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{
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if (PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_FOIL_CARD_ANIMATION))
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{
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mat.shader = Shader.Find(mat.shader.name);
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}
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else
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{
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mat.shader = Shader.Find("Wizard/Card/Basic_Front0_Back0_Normal");
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}
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}
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}
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public static void ReplaceBaseShader(Material mat, bool isFoil)
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{
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if (!(mat == null))
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{
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if (isFoil && mat.shader.name != "Wizard/VariantCardShader")
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{
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mat.shader = Shader.Find("Wizard/VariantCardShader");
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}
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else
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{
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mat.shader = Shader.Find(mat.shader.name);
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}
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}
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}
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}
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