Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
87 lines
2.0 KiB
C#
87 lines
2.0 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class PuzzleQuestData : Master.ReadFromCsv
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{
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private int _playerEmblemId;
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private int _playerDegreeId;
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private int _puzzleBattelMasterId;
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public int Id { get; private set; }
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public string QuestNameTextId { get; private set; }
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public int StageId { get; private set; }
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public string ClearVoiceId { get; private set; }
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public int PlayerSkin { get; private set; }
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public long PlayerEmblemId
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{
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get
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{
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if (_playerEmblemId == -1)
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{
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return PlayerStaticData.UserEmblemID;
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}
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return _playerEmblemId;
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}
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}
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public int PlayerDegreeId
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{
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get
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{
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if (_playerDegreeId == -1)
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{
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return PlayerStaticData.UserDegreeID;
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}
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return _playerDegreeId;
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}
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}
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public int EnemySkin { get; private set; }
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public int EnemyEmblemId { get; private set; }
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public int EnemyDegreeId { get; private set; }
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public PuzzleBattleMasterData BattleData { get; private set; }
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public void ReadCsvColumns(string[] columns)
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{
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int num = 0;
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Id = int.Parse(columns[num]);
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num++;
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QuestNameTextId = columns[num];
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num++;
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StageId = int.Parse(columns[num]);
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num++;
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ClearVoiceId = columns[num];
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num++;
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PlayerSkin = int.Parse(columns[num]);
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num++;
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_playerEmblemId = (string.IsNullOrEmpty(columns[num]) ? (-1) : int.Parse(columns[num]));
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num++;
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_playerDegreeId = (string.IsNullOrEmpty(columns[num]) ? (-1) : int.Parse(columns[num]));
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num++;
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EnemySkin = int.Parse(columns[num]);
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num++;
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EnemyEmblemId = (string.IsNullOrEmpty(columns[num]) ? 100000000 : int.Parse(columns[num]));
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num++;
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EnemyDegreeId = (string.IsNullOrEmpty(columns[num]) ? 300003 : int.Parse(columns[num]));
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num++;
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_puzzleBattelMasterId = int.Parse(columns[num]);
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num++;
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}
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public void InitializeBattleMasterData(List<PuzzleBattleMasterData> list)
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{
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BattleData = list.Find((PuzzleBattleMasterData data) => data.Id == _puzzleBattelMasterId);
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}
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}
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