Files
SVSimServer/SVSim.BattleEngine/Engine/PlazRiotingField.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

40 lines
1.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class PlazRiotingField : PlazField
{
public override int FieldId => 20;
public override int FieldEffectId => 20;
public PlazRiotingField(string bgmId = "NONE")
: base(bgmId)
{
}
protected override void BattleFieldBuild()
{
BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate
{
base.Field = GameObject.Find(_str3DFieldPath);
base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform;
GimicAudioList = base.Field.GetComponent<AudioList>().GimicAudioList;
_fieldModel = base.Field.transform.Find("md_bf_plz2_root").gameObject;
_fieldParticles = _fieldModel.transform.Find("Particles20").gameObject;
_fieldParticleSystemDictionary.Add("gimic_1", _fieldParticles.transform.Find("gimic_1").GetComponent<ParticleSystem>());
_fieldParticleSystemDictionary.Add("shake_1", _fieldParticles.transform.Find("shake_1").GetComponent<ParticleSystem>());
List<string> list = new List<string>(_fieldObjDictionary.Keys);
List<GameObject> list2 = new List<GameObject>();
for (int i = 0; i < _fieldObjDictionary.Count; i++)
{
list2.Add(_fieldObjDictionary[list[i]]);
}
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate
{
base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent<SetShaderGlobalColorBG>();
base.IsLoadDone = true;
}, isBattle: true, isField: true);
}));
}
}