Files
SVSimServer/SVSim.BattleEngine/Engine/UserConfig.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

51 lines
1.3 KiB
C#

using Cute;
using LitJson;
using Wizard;
public class UserConfig : HeaderData
{
public string create_time;
public string update_time;
public string delete_time;
public string affected_rows;
public bool ReceivedInvite { get; set; }
public bool ReceivedInviteInBattle { get; set; }
public bool ReceivedInviteInOffline { get; set; }
public bool ReceivedFriendApply { get; set; }
public bool ArrowAdjustSend { get; private set; }
public bool IsFoilPreferred { get; set; }
public bool IsPrizePreferred { get; set; }
public void SetArrowAdjustSend(bool arrow)
{
ArrowAdjustSend = arrow;
int num = (arrow ? 1 : 0);
if (Toolbox.SavedataManager.GetInt("ADJUST_ON", 1) != num)
{
Toolbox.SavedataManager.SetInt("ADJUST_ON", num);
WizardFirebase.OnChangeDataUseEnable();
}
}
public void Parse(JsonData data)
{
ReceivedInvite = data["receive_invitation"].ToInt() == 1;
ReceivedInviteInBattle = data["receive_invitation_in_battle"].ToInt() == 1;
ReceivedInviteInOffline = data["receive_invitation_in_offline"].ToInt() == 1;
ReceivedFriendApply = data["receive_friend_apply"].ToInt() == 1;
SetArrowAdjustSend(data["is_allow_send_adjust"].ToInt() == 1);
IsFoilPreferred = data["is_foil_preferred"].ToInt() == 1;
IsPrizePreferred = data["is_prize_preferred"].ToInt() == 1;
}
}