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

31 lines
806 B
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class SupplyLabelPlateListUI : MonoBehaviour
{
[SerializeField]
private SupplyLabelPlate _SupplyTemplate;
[SerializeField]
private UIGrid _parentGrid;
public float SetSupplyList(List<ShopCommonRewardInfo> rewardInfoList)
{
_SupplyTemplate.gameObject.SetActive(value: false);
if (rewardInfoList.Count <= 0)
{
return 0f;
}
for (int i = 0; i < rewardInfoList.Count; i++)
{
GameObject obj = NGUITools.AddChild(_parentGrid.gameObject, _SupplyTemplate.gameObject);
obj.SetActive(value: true);
obj.GetComponent<SupplyLabelPlate>().SetSupplyText(rewardInfoList[i]);
}
_parentGrid.Reposition();
return (float)rewardInfoList.Count * _parentGrid.cellHeight + 30f;
}
}