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.
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
using LitJson;
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namespace Wizard;
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public class PracticeData
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{
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public int ID { get; private set; }
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public string Text { get; private set; }
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public int ClassId { get; private set; }
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public int CharaId { get; private set; }
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public int DegreeId { get; private set; }
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public int AIDeckLevel { get; private set; }
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public int AILogicLevel { get; private set; }
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public int AIMaxLife { get; private set; }
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public int Battle3dFieldId { get; private set; }
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public bool IsMaintenance { get; private set; }
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public bool IsCampaign { get; private set; }
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public PracticeData(JsonData data)
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{
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ID = data["practice_id"].ToInt();
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Text = Data.Master.GetPracticeText(data["text_id"].ToString());
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ClassId = data["class_id"].ToInt();
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CharaId = data["chara_id"].ToInt();
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DegreeId = data["degree_id"].ToInt();
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AIDeckLevel = data["ai_deck_level"].ToInt();
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AILogicLevel = data["ai_logic_level"].ToInt();
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AIMaxLife = data["ai_max_life"].ToInt();
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IsCampaign = data["is_campaign_practice"].ToBoolean();
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if (IsCampaign)
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{
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Text = Data.SystemText.Get("Mission_0080") + Text;
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}
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int.TryParse(data["battle3dfield_id"].ToString(), out var result);
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Battle3dFieldId = result;
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IsMaintenance = data["is_maintenance"] != null && data["is_maintenance"].ToBoolean();
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if (IsMaintenance)
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{
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Text = Text + " " + Data.Master.GetPracticeText("Practice_Maintenance");
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}
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}
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public PracticeData(int id, string text, int classId, int charaId, int degreeId, int aiDeckLevel, int aiLogicLevel, int aiMaxlife)
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{
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ID = id;
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Text = text;
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ClassId = classId;
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CharaId = charaId;
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DegreeId = degreeId;
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AIDeckLevel = aiDeckLevel;
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AILogicLevel = aiLogicLevel;
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AIMaxLife = aiMaxlife;
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Battle3dFieldId = 1;
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IsMaintenance = false;
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}
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}
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