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

90 lines
3.2 KiB
C#

using System;
using Cute;
using UnityEngine;
namespace Wizard;
public class CompleteDeckDecideDialog
{
private const string DECK_DECISION_PATH = "UI/DeckList/DeckDecision";
private const int DECK_SELECT_DIALOG_PANEL_DEPTH = 15;
public DialogBase Dialog { get; private set; }
public DeckDecisionUI DecisionUI { get; private set; }
public static CompleteDeckDecideDialog CreateForSingleDeck(DialogBase dialogDeckList, DeckData deck, bool showSimpleStageOption, Action onDecide, ConventionDeckList conventionDeckList = null)
{
CompleteDeckDecideDialog completeDeckDecideDialog = new CompleteDeckDecideDialog(showSimpleStageOption);
completeDeckDecideDialog.InitializeForSingleDeck(dialogDeckList, deck, onDecide, conventionDeckList);
return completeDeckDecideDialog;
}
public static CompleteDeckDecideDialog CreateForMultiDeck(DialogBase dialogDeckList, string textBody, bool showSimpleStageOption, Action onDecide, Action onCancel)
{
CompleteDeckDecideDialog completeDeckDecideDialog = new CompleteDeckDecideDialog(showSimpleStageOption);
completeDeckDecideDialog.InitializeForMultiDeck(dialogDeckList, textBody, onDecide, onCancel);
return completeDeckDecideDialog;
}
private CompleteDeckDecideDialog(bool showSimpleStageOption)
{
CreateDialogBase(showSimpleStageOption);
}
private void CreateDialogBase(bool showSimpleStageOption)
{
Dialog = UIManager.GetInstance().CreateDialogClose();
Dialog.SetTitleLabel(Data.SystemText.Get("Dia_DeckSelect_001_Title"));
Dialog.SetPanelDepth(15);
DecisionUI = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject<DeckDecisionUI>("UI/DeckList/DeckDecision", isServerResources: false));
DecisionUI.IsShowSimpleStageOption = showSimpleStageOption;
Dialog.SetObj(DecisionUI.gameObject);
}
private void InitializeForSingleDeck(DialogBase dialogDeckList, DeckData deck, Action onDecide, ConventionDeckList conventionDeckList = null)
{
Dialog.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Card_0083"));
Dialog.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_GrayBtn);
Dialog.ClickSe_Btn1 = Se.TYPE.NONE;
DecisionUI.SetDeckData(deck, conventionDeckList);
DecisionUI.DeckName = deck.GetDeckName();
Dialog.onPushButton2 = DecisionUI.OnClickCreateCardList;
Dialog.ClickSe_Btn2 = Se.TYPE.SYS_BTN_DECIDE;
Dialog.isNotCloseWindowButton2 = true;
Dialog.onPushButton1 = delegate
{
Dialog.button1.isEnabled = false;
if (dialogDeckList != null)
{
dialogDeckList.CloseWithoutSelect();
}
onDecide.Call();
};
}
private void InitializeForMultiDeck(DialogBase dialogDeckList, string textBody, Action onDecide, Action onCancel)
{
Dialog.SetButtonText(Data.SystemText.Get("Common_0004"));
Dialog.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
Dialog.ClickSe_Btn1 = Se.TYPE.NONE;
DecisionUI.SetText(textBody, string.Empty);
Dialog.onPushButton1 = delegate
{
Dialog.button1.isEnabled = false;
dialogDeckList.CloseWithoutSelect();
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
onDecide();
};
Dialog.onPushButton2 = delegate
{
onCancel();
};
Dialog.onCloseWithoutSelect = delegate
{
onCancel();
};
}
}