Files
SVSimServer/SVSim.BattleEngine/Engine/MecanimStateBase.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

96 lines
1.3 KiB
C#

using UnityEngine;
public class MecanimStateBase : MonoBehaviour
{
[SerializeField]
private string m_openStateName;
[SerializeField]
private string m_closeStateName;
[SerializeField]
private MecanimStateBase m_autoNextState;
public string OpenStateName
{
get
{
return m_openStateName;
}
set
{
m_openStateName = value;
}
}
public string CloseStateName
{
get
{
return m_closeStateName;
}
set
{
m_closeStateName = value;
}
}
public MecanimStateBase NextState
{
get
{
return m_autoNextState;
}
set
{
m_autoNextState = value;
}
}
public bool DontMove { get; private set; }
public virtual bool onOpenRequest(MecanimStateBase prev, bool isSkip)
{
return true;
}
public virtual void onOpen()
{
DontMove = false;
}
public virtual void onUpdateOpenAnim()
{
}
public virtual void onFinishOpenAnim()
{
}
public virtual bool onCloseRequest(MecanimStateBase next, bool isSkip)
{
return true;
}
public virtual void onClose()
{
DontMove = true;
}
public virtual void onUpdateCloseAnim()
{
}
public virtual void onFinishCloseAnim()
{
}
public virtual void onMove()
{
}
public virtual void onNotify(int value)
{
}
}