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.
83 lines
2.1 KiB
C#
83 lines
2.1 KiB
C#
using System.Collections.Generic;
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using LitJson;
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namespace Wizard;
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public class RedEtherCampaignResultData
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{
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public class ClearMissionInfo
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{
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public string MissionText { get; private set; }
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public int RedEther { get; private set; }
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public ClearMissionInfo(JsonData json)
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{
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MissionText = json["mission_name"].ToString();
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RedEther = json["reward_number"].ToInt();
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}
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public ClearMissionInfo(string text, int ether)
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{
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MissionText = text;
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RedEther = ether;
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}
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}
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public bool IsEnable { get; private set; }
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public int BeforeDailyEther { get; private set; }
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public int AfterDailyEther { get; private set; }
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public int MaxDailyEther { get; private set; }
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public int CanGainBattleWin { get; private set; }
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public int BattleRewardEther { get; private set; }
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public List<ClearMissionInfo> ClearMissionList { get; private set; } = new List<ClearMissionInfo>();
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public List<ReceivedReward> RewardList { get; private set; } = new List<ReceivedReward>();
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public float BeforeGaugeValue
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{
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get
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{
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float num = BeforeDailyEther;
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float num2 = MaxDailyEther;
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return num / num2;
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}
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}
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public float AfterGaugeValue
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{
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get
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{
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float num = AfterDailyEther;
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float num2 = MaxDailyEther;
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return num / num2;
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}
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}
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public RedEtherCampaignResultData(JsonData json)
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{
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BeforeDailyEther = json["before_red_ether"].ToInt();
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AfterDailyEther = json["after_red_ethe"].ToInt();
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MaxDailyEther = json["max_gain_red_ethe"].ToInt();
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CanGainBattleWin = json["can_gain_times_by_battle"].ToInt();
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BattleRewardEther = json["current_gain_red_ether_by_battle"].ToInt();
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JsonData jsonData = json["achieved_mission_info_list"];
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for (int i = 0; i < jsonData.Count; i++)
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{
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ClearMissionInfo clearMissionInfo = new ClearMissionInfo(jsonData[i]);
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ClearMissionList.Add(clearMissionInfo);
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RewardList.Add(new ReceivedReward(1, 0L, clearMissionInfo.RedEther));
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}
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if (BattleRewardEther > 0)
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{
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RewardList.Add(new ReceivedReward(1, 0L, BattleRewardEther));
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}
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}
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}
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