Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/CompetitionResultAnimationHandler.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

25 lines
760 B
C#

using UnityEngine;
namespace Wizard;
public class CompetitionResultAnimationHandler : IResultAnimationHandler
{
private readonly GameObject _resultAnimationAgentObj;
private readonly CompetitionResultAnimationAgent _resultAnimationAgentIns;
public ResultAnimationAgent m_resultAnimationAgent => _resultAnimationAgentIns;
public CompetitionResultAnimationHandler(BattleCamera battleCamera)
{
_resultAnimationAgentObj = new GameObject();
_resultAnimationAgentIns = _resultAnimationAgentObj.AddComponent<CompetitionResultAnimationAgent>();
_resultAnimationAgentIns.GetComponent<CompetitionResultAnimationAgent>().SetBattleCamera(battleCamera);
}
public void Destroy()
{
Object.Destroy(_resultAnimationAgentObj);
}
}