Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/StoryChapterSelectDialog.cs
gamer147 755f7fd148 port(m1): wave 6b — View base members + app-type stubs (772->696)
- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance).
- BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy.
- EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls.
- Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial).
- Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:50:10 -04:00

36 lines
1.5 KiB
C#

using System;
using System.Linq;
using UnityEngine;
namespace Wizard;
public class StoryChapterSelectDialog : MonoBehaviour
{
[SerializeField]
private GameObject _originalObject;
[SerializeField]
private Transform _objRoot;
[SerializeField]
private UILabel _descriptionText;
public void Initialize(ScenarioSummary scenarioSummary, StoryChapterData chapterData, Action<StoryChapterData.SubChapterData> unitReadAction, Action allReadAction)
{
string chapterId = chapterData.ChapterId;
_descriptionText.text = Data.SystemText.Get("Story_0074", chapterId, chapterData.NextChapterId);
_originalObject.gameObject.SetActive(value: false);
bool isExistMaintenanceSubChapter = chapterData.SubChapterDatas.Any((StoryChapterData.SubChapterData item) => item.IsMaintenanceChapter);
GameObject obj = UnityEngine.Object.Instantiate(_originalObject, _objRoot);
obj.SetActive(value: true);
obj.GetComponent<SubChapterStorySectionBtn>().AllRead(allReadAction, chapterData.AllReadButtonPath, isExistMaintenanceSubChapter);
foreach (StoryChapterData.SubChapterData subChapterData in chapterData.SubChapterDatas)
{
GameObject obj2 = UnityEngine.Object.Instantiate(_originalObject, _objRoot);
obj2.SetActive(value: true);
obj2.GetComponent<SubChapterStorySectionBtn>().UnitRead(scenarioSummary.GetData(chapterId, subChapterData.SubChapterId), subChapterData, unitReadAction);
}
_objRoot.GetComponent<UIGrid>().Reposition();
}
}