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.
60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
using UnityEngine;
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namespace Wizard;
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public class MyPageCustomBGMasterData
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{
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public string Id { get; private set; }
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private string NameTextId { get; set; }
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public string Name => Data.Master.GetMyPageBGText(NameTextId);
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public float PositionX { get; private set; }
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public float PositionY { get; private set; }
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public float PositionX2 { get; private set; }
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public float PositionY2 { get; private set; }
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public float Scale { get; private set; }
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public float Scale2 { get; private set; }
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public Vector3 Position => new Vector3(PositionX, PositionY, 0f);
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public Vector3 Position2 => new Vector3(PositionX2, PositionY2, 0f);
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public bool IsFrontEffectAttachCharacter { get; private set; }
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public bool IsBackEffectAttachCharacter { get; private set; }
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public float SpineCameraSize { get; private set; }
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public float ShaderAlphaBorder { get; private set; }
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public float ShaderAlphaDevide { get; private set; }
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public bool IsBGCardShader { get; private set; }
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public MyPageCustomBGMasterData(string[] columns)
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{
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int num = 0;
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Id = columns[num++];
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NameTextId = columns[num++];
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PositionX = float.Parse(columns[num++]);
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PositionY = float.Parse(columns[num++]);
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PositionX2 = float.Parse(columns[num++]);
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PositionY2 = float.Parse(columns[num++]);
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Scale = float.Parse(columns[num++]);
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Scale2 = float.Parse(columns[num++]);
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IsFrontEffectAttachCharacter = int.Parse(columns[num++]) != 0;
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IsBackEffectAttachCharacter = int.Parse(columns[num++]) != 0;
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SpineCameraSize = float.Parse(columns[num++]);
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ShaderAlphaBorder = float.Parse(columns[num++]);
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ShaderAlphaDevide = float.Parse(columns[num++]);
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IsBGCardShader = int.Parse(columns[num++]) != 0;
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}
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}
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