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

55 lines
1.5 KiB
C#

using System.Collections.Generic;
using LitJson;
namespace Wizard;
public class GetSelectSkinOwnedStatusTask : BaseTask
{
public class SelectSkinCardListTaskParam : BaseParam
{
public int parent_gacha_id;
}
public Dictionary<CardBasePrm.ClanType, List<SelectSkinCardInfo>> SkinCardListInClassDic { get; private set; }
public GetSelectSkinOwnedStatusTask()
{
base.type = ApiType.Type.GetSelectSkinOwnedStatus;
}
public void SetParameter(int packId)
{
SelectSkinCardListTaskParam selectSkinCardListTaskParam = new SelectSkinCardListTaskParam();
selectSkinCardListTaskParam.parent_gacha_id = packId;
base.Params = selectSkinCardListTaskParam;
}
protected override int Parse()
{
int num = base.Parse();
if (num != 1)
{
return num;
}
JsonData jsonData = base.ResponseData["data"];
SkinCardListInClassDic = new Dictionary<CardBasePrm.ClanType, List<SelectSkinCardInfo>>();
for (CardBasePrm.ClanType clanType = CardBasePrm.ClanType.MIN; clanType < CardBasePrm.ClanType.MAX; clanType++)
{
SkinCardListInClassDic[clanType] = new List<SelectSkinCardInfo>();
int num2 = (int)clanType;
JsonData jsonData2 = jsonData[num2.ToString()];
if (jsonData2.Count != 0)
{
List<string> list = new List<string>(jsonData2.Keys);
for (int i = 0; i < list.Count; i++)
{
string prop_name = list[i];
SelectSkinCardInfo item = new SelectSkinCardInfo(jsonData2[prop_name], clanType);
SkinCardListInClassDic[clanType].Add(item);
}
}
}
return num;
}
}