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.
131 lines
2.3 KiB
C#
131 lines
2.3 KiB
C#
namespace Wizard;
|
|
|
|
public class QuestSelectionButtonData
|
|
{
|
|
public enum SortPriority
|
|
{
|
|
START_OFFSET,
|
|
CLEAR_PUZZLE,
|
|
CLEAR_SECRET_BOSS,
|
|
CLEAR_BOSS_RUSH,
|
|
CLEAR_EVENT_STORY,
|
|
QUEST,
|
|
PUZZLE,
|
|
EVENT_STORY,
|
|
SECRET_BOSS,
|
|
BOSS_RUSH
|
|
}
|
|
|
|
public enum PlateType
|
|
{
|
|
QUEST,
|
|
PUZZLE,
|
|
EVENT_STORY,
|
|
BOSS_RUSH,
|
|
SECRET_BOSS
|
|
}
|
|
|
|
private const int PRIORITY_RATE = 1000;
|
|
|
|
private int _sortIndex;
|
|
|
|
public QuestOpponentData QuestData { get; }
|
|
|
|
public PuzzleQuestInfo PuzzleData { get; }
|
|
|
|
public BossRushInfo BossRushData { get; }
|
|
|
|
public EventStoryQuestInfo EventStoryData { get; }
|
|
|
|
public SecretBossInfo SecretBossData { get; }
|
|
|
|
public PlateType GetPlateType()
|
|
{
|
|
if (PuzzleData != null)
|
|
{
|
|
return PlateType.PUZZLE;
|
|
}
|
|
if (BossRushData != null)
|
|
{
|
|
return PlateType.BOSS_RUSH;
|
|
}
|
|
if (EventStoryData != null)
|
|
{
|
|
return PlateType.EVENT_STORY;
|
|
}
|
|
if (SecretBossData != null)
|
|
{
|
|
return PlateType.SECRET_BOSS;
|
|
}
|
|
return PlateType.QUEST;
|
|
}
|
|
|
|
public QuestSelectionButtonData(QuestOpponentData quest, int index)
|
|
{
|
|
QuestData = quest;
|
|
_sortIndex = index;
|
|
}
|
|
|
|
public QuestSelectionButtonData(PuzzleQuestInfo puzzle)
|
|
{
|
|
PuzzleData = puzzle;
|
|
}
|
|
|
|
public QuestSelectionButtonData(BossRushInfo data)
|
|
{
|
|
BossRushData = data;
|
|
}
|
|
|
|
public QuestSelectionButtonData(EventStoryQuestInfo data)
|
|
{
|
|
EventStoryData = data;
|
|
}
|
|
|
|
public QuestSelectionButtonData(SecretBossInfo data)
|
|
{
|
|
SecretBossData = data;
|
|
}
|
|
|
|
private SortPriority GetPriority()
|
|
{
|
|
if (BossRushData != null)
|
|
{
|
|
if (!BossRushData.IsAllChallengeFinished)
|
|
{
|
|
return SortPriority.BOSS_RUSH;
|
|
}
|
|
return SortPriority.CLEAR_BOSS_RUSH;
|
|
}
|
|
if (PuzzleData != null)
|
|
{
|
|
if (PuzzleData.Status != PuzzleQuestStatus.Cleared)
|
|
{
|
|
return SortPriority.PUZZLE;
|
|
}
|
|
return SortPriority.CLEAR_PUZZLE;
|
|
}
|
|
if (EventStoryData != null)
|
|
{
|
|
if (!EventStoryData.IsAllFinish)
|
|
{
|
|
return SortPriority.EVENT_STORY;
|
|
}
|
|
return SortPriority.CLEAR_EVENT_STORY;
|
|
}
|
|
if (SecretBossData != null)
|
|
{
|
|
if (!SecretBossData.IsCleared)
|
|
{
|
|
return SortPriority.SECRET_BOSS;
|
|
}
|
|
return SortPriority.CLEAR_SECRET_BOSS;
|
|
}
|
|
return SortPriority.QUEST;
|
|
}
|
|
|
|
public int SortValue()
|
|
{
|
|
return (int)GetPriority() * 1000 + _sortIndex;
|
|
}
|
|
}
|