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

33 lines
914 B
C#

using LitJson;
namespace Wizard;
public class PracticePuzzleMissionData
{
public string Name { get; private set; }
public UserGoods.Type UserGoodsType { get; private set; }
public long ItemId { get; private set; }
public int ItemCount { get; private set; }
public int CurrentClearCount { get; private set; }
public int TotalMissionCount { get; private set; }
public bool IsCleared { get; private set; }
public PracticePuzzleMissionData(JsonData json)
{
Name = json["mission_name"].ToString();
JsonData jsonData = json["reward_list"][0];
UserGoodsType = (UserGoods.Type)jsonData["reward_type"].ToInt();
ItemId = jsonData["reward_detail_id"].ToLong();
ItemCount = jsonData["reward_number"].ToInt();
CurrentClearCount = json["total_count"].ToInt();
TotalMissionCount = json["require_number"].ToInt();
IsCleared = json["is_achieved"].ToBoolean();
}
}