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

65 lines
1.5 KiB
C#

using System.Collections.Generic;
using LitJson;
using Wizard.Lottery;
namespace Wizard;
public class CompetitionResultReporter : IBattleResultReporter
{
public bool IsEnd => Data.CompetitionBattleFinish.DetailData != null;
public int ClassExp => GetClassExp();
public List<UserAchievement> UserAchievement => GetUserAchievementList();
public List<UserMission> UserMission => GetUserMissionList();
public List<ReceivedReward> MissionRewards => Data.CompetitionBattleFinish.DetailData._missionRewards;
public List<ReceivedReward> VictoryRewards => null;
public LotteryApplyData LotteryData => LotteryApplyData.EmptyData();
public bool IsDataExist
{
get
{
if (Data.CompetitionBattleFinish.DetailData != null)
{
return Data.CompetitionBattleFinish.DetailData.IsProcessed;
}
return false;
}
}
public MyPageHomeDialogData HomeDialogData => null;
public void Report(bool isWin)
{
}
public void Destroy()
{
}
public JsonData GetFinishResponseData()
{
return Data.CompetitionBattleFinish.DetailData._responseData;
}
public List<UserAchievement> GetUserAchievementList()
{
return Data.CompetitionBattleFinish.DetailData.achieved_achievement_list;
}
public List<UserMission> GetUserMissionList()
{
return Data.CompetitionBattleFinish.DetailData.achieved_mission_list;
}
public int GetClassExp()
{
return Data.CompetitionBattleFinish.DetailData.get_class_chara_experience;
}
}