Files
SVSimServer/SVSim.BattleEngine/Engine/FontChanger.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

92 lines
2.1 KiB
C#

using System;
using System.Collections;
using Cute;
using UnityEngine;
public class FontChanger
{
public void Start()
{
}
public static IEnumerator FontChange(Action callback)
{
string font = getFont();
string text = "font_" + font + ".unity3d";
bool isDone = false;
string filename = text.ToLower();
Toolbox.AssetManager.CacheAsset(filename, delegate
{
AssetHandle assetHandle = Toolbox.AssetManager.GetAssetHandle(filename);
if (assetHandle != null)
{
assetHandle.isMultipleHandleIgnorAsset = true;
}
isDone = true;
});
while (!isDone)
{
yield return 0;
}
Global.GAME_FONT = Toolbox.ResourcesManager.LoadObject<Font>("Font/" + font);
if (Global.GAME_FONT != null)
{
Global.GAME_FONT_NAME = font;
}
callback?.Invoke();
}
public static IEnumerator FontTryChangePersistant(Action callback)
{
string font = getFont();
string text = "font_" + font + ".unity3d";
bool isDone = false;
bool isHandle = false;
string filename = text.ToLower();
Toolbox.AssetManager.CachePersistantAssetBeforeManifestLoad(filename, delegate
{
AssetHandle assetHandle = Toolbox.AssetManager.GetAssetHandle(filename);
if (assetHandle != null)
{
assetHandle.isMultipleHandleIgnorAsset = true;
Toolbox.ResourcesManager.RegistTemporaryAsset(filename);
isHandle = true;
}
isDone = true;
});
while (!isDone)
{
yield return 0;
}
if (isHandle)
{
Global.GAME_FONT = Toolbox.ResourcesManager.LoadObject<Font>("Font/" + font);
}
else
{
Global.GAME_FONT = null;
}
if (Global.GAME_FONT != null)
{
Global.GAME_FONT_NAME = font;
}
else
{
Toolbox.AssetManager.ClearAssetCacheAssetBundle();
Global.GAME_FONT_NAME = "A-OTF-KaiminTuStd-Bold";
}
callback?.Invoke();
}
public static void FontReset()
{
Global.GAME_FONT = null;
Global.GAME_FONT_NAME = "A-OTF-KaiminTuStd-Bold";
}
private static string getFont()
{
return Toolbox.SavedataManager.GetString("LANG_FONT", Global.GetFontLangType(Global.LANG_TYPE.Eng.ToString()));
}
}