Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
35 lines
692 B
C#
35 lines
692 B
C#
using System;
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using CriWare;
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using UnityEngine;
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public class EffectBattle : EffectIdx
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{
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[HideInInspector]
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public EffectMgr.MoveType moveType;
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[HideInInspector]
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public CriAtomSource ECriAtomSource;
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private Vector3 FromPos;
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public Animation AnimationObj;
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[HideInInspector]
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public EffectMgr.EngineType engineType { get; set; }
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[Obsolete]
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public void PlaySummon(BattleCardBase card, Vector3 p0)
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{
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FromPos = p0;
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base.gameObject.transform.position = FromPos;
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}
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private void Start()
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{
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if (engineType == EffectMgr.EngineType.SOLID && AnimationObj == null)
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{
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AnimationObj = base.transform.GetComponentInChildren<Animation>();
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}
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}
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}
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