Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/MyPageCustomBGMasterData.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
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.
2026-06-05 16:57:20 -04:00

60 lines
1.7 KiB
C#

using UnityEngine;
namespace Wizard;
public class MyPageCustomBGMasterData
{
public string Id { get; private set; }
private string NameTextId { get; set; }
public string Name => Data.Master.GetMyPageBGText(NameTextId);
public float PositionX { get; private set; }
public float PositionY { get; private set; }
public float PositionX2 { get; private set; }
public float PositionY2 { get; private set; }
public float Scale { get; private set; }
public float Scale2 { get; private set; }
public Vector3 Position => new Vector3(PositionX, PositionY, 0f);
public Vector3 Position2 => new Vector3(PositionX2, PositionY2, 0f);
public bool IsFrontEffectAttachCharacter { get; private set; }
public bool IsBackEffectAttachCharacter { get; private set; }
public float SpineCameraSize { get; private set; }
public float ShaderAlphaBorder { get; private set; }
public float ShaderAlphaDevide { get; private set; }
public bool IsBGCardShader { get; private set; }
public MyPageCustomBGMasterData(string[] columns)
{
int num = 0;
Id = columns[num++];
NameTextId = columns[num++];
PositionX = float.Parse(columns[num++]);
PositionY = float.Parse(columns[num++]);
PositionX2 = float.Parse(columns[num++]);
PositionY2 = float.Parse(columns[num++]);
Scale = float.Parse(columns[num++]);
Scale2 = float.Parse(columns[num++]);
IsFrontEffectAttachCharacter = int.Parse(columns[num++]) != 0;
IsBackEffectAttachCharacter = int.Parse(columns[num++]) != 0;
SpineCameraSize = float.Parse(columns[num++]);
ShaderAlphaBorder = float.Parse(columns[num++]);
ShaderAlphaDevide = float.Parse(columns[num++]);
IsBGCardShader = int.Parse(columns[num++]) != 0;
}
}