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

32 lines
766 B
C#

using System.Collections.Generic;
using LitJson;
namespace Wizard;
public class QuestRewardReceiveAllTask : BaseTask
{
public List<ReceivedReward> ReceiveRewardList { get; private set; }
public QuestRewardReceiveAllTask()
{
base.type = ApiType.Type.QuestRewardReceiveAll;
}
protected override int Parse()
{
int num = base.Parse();
if (num != 1)
{
return num;
}
ReceiveRewardList = new List<ReceivedReward>();
JsonData jsonData = base.ResponseData["data"]["total_receive_count_list"];
for (int i = 0; i < jsonData.Count; i++)
{
ReceiveRewardList.Add(new ReceivedReward(jsonData[i]));
}
PlayerStaticData.UpdateHaveUserGoodsNumByJsonData(base.ResponseData["data"]["reward_list"]);
return num;
}
}