Files
SVSimServer/SVSim.BattleEngine/Engine/QuestFinishDetail.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

115 lines
2.5 KiB
C#

using System.Collections.Generic;
using LitJson;
using Wizard;
public class QuestFinishDetail
{
public enum WinBonusStatus
{
NotAchieved,
NowAchieved,
AlreadyAchieved
}
public class MissionClearInfo
{
public string MissionText { get; private set; }
public int MissionPoint { get; private set; }
public MissionClearInfo(string missionText, int missionPoint)
{
MissionText = missionText;
MissionPoint = missionPoint;
}
}
public JsonData _responseData;
public int get_class_chara_experience;
public int class_chara_experience;
public int class_chara_level;
public int CurrentPoint { get; set; }
public int AddPoint { get; set; }
public int ClassBonusPoint { get; set; }
public int FormatBonusPoint { get; set; }
public List<int> NecessaryPointList { get; set; }
public List<MissionClearInfo> CommonMissionClearInfoList { get; set; }
public List<MissionClearInfo> CharacterMissionClearInfoList { get; set; }
public int WinBonusPoint { get; set; }
public int WinCount { get; set; }
public int WinCountForWinBonusPoint { get; set; }
public bool IsSpecialResult { get; set; }
public bool IsSpecialEffect { get; set; }
public int CurrentLife { get; set; }
public int MaxLife { get; set; }
public bool IsEnableBossRushShortestTurn { get; set; }
public int BossRushShortestTurn { get; set; }
public int BossRushTotalTurn { get; set; }
public bool IsBossRushNewRecord { get; set; }
public WinBonusStatus WinBonusPointStatus { get; set; }
public List<UserMission> achieved_mission_list => AchievedInfo._missions;
public List<UserAchievement> achieved_achievement_list => AchievedInfo._achievements;
public List<ReceivedReward> Rewards => AchievedInfo._rewards;
public AchievedInfo AchievedInfo { get; private set; }
public PuzzleQuestInfo PuzzleQuestInfo { get; set; }
public MyPageHomeDialogData HomeDialogData { get; set; }
public QuestFinishDetail()
{
AchievedInfo = new AchievedInfo();
}
public int GetTotalCommonMissionClearPoint()
{
int num = 0;
for (int i = 0; i < CommonMissionClearInfoList.Count; i++)
{
num += CommonMissionClearInfoList[i].MissionPoint;
}
return num;
}
public int GetTotalCharacterMissionClearPoint()
{
int num = 0;
for (int i = 0; i < CharacterMissionClearInfoList.Count; i++)
{
num += CharacterMissionClearInfoList[i].MissionPoint;
}
return num;
}
public int GetTotalBonusPoint()
{
return ClassBonusPoint + FormatBonusPoint;
}
}