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

55 lines
1.5 KiB
C#

using System.Collections.Generic;
using LitJson;
namespace Wizard;
public class QuestDeckListTask : BaseTask
{
public class QuestDeckListTaskParam : BaseParam
{
public int quest_stage_id;
}
public DeckGroupListData DeckGroupListData { get; private set; }
public List<Format> BonusFormatList { get; private set; }
public List<CardBasePrm.ClanType> BonusClassList { get; private set; }
public QuestDeckListTask()
{
base.type = ApiType.Type.QuestGetDeckList;
}
public void SetParameter(int questStageId)
{
QuestDeckListTaskParam questDeckListTaskParam = new QuestDeckListTaskParam();
questDeckListTaskParam.quest_stage_id = questStageId;
base.Params = questDeckListTaskParam;
}
protected override int Parse()
{
int num = base.Parse();
if (num != 1)
{
return num;
}
JsonData jsonData = base.ResponseData["data"];
GameMgr.GetIns().GetDataMgr().SetMaintenanceCardIds(base.ResponseData["data"]["maintenance_card_list"]);
DeckGroupListData = new DeckGroupListData(jsonData, Format.All);
DeckGroupListData.RemoveUseSubClassDeckList();
BonusFormatList = new List<Format>();
for (int i = 0; i < jsonData["bonus_deck_format"].Count; i++)
{
BonusFormatList.Add(Data.ParseApiFormat(jsonData["bonus_deck_format"][i].ToInt()));
}
BonusClassList = new List<CardBasePrm.ClanType>();
for (int j = 0; j < jsonData["bonus_class_id"].Count; j++)
{
BonusClassList.Add((CardBasePrm.ClanType)jsonData["bonus_class_id"][j].ToInt());
}
return num;
}
}