Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/LoadingDownLoadStoryView.cs
gamer147 4be630bd09 feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.

CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:33:37 -04:00

92 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class LoadingDownLoadStoryView : MonoBehaviour
{
[SerializeField]
private UITexture _stillTexture;
[SerializeField]
private UILabel _storyTitleLabel;
[SerializeField]
private UILabel _storyValueLabel;
[SerializeField]
private UIToggle _indicatorBase;
private List<UIToggle> _indicatorList = new List<UIToggle>();
private List<LoadSceneStoryData> _loadSceneStoryDatas = new List<LoadSceneStoryData>();
private const string FORMAT_STORY_NUMBER = "LoadStory_Number_1";
private int _currentIndex;
public void Initialize()
{
_ = Data.SystemText;
int result = 0;
int.TryParse(Data.SystemText.Get("LoadStory_Number_1"), out result);
GameObject gameObject = _indicatorBase.transform.parent.gameObject;
for (int i = 1; i <= result; i++)
{
_loadSceneStoryDatas.Add(new LoadSceneStoryData(i));
_indicatorList.Add(NGUITools.AddChild(gameObject, _indicatorBase.gameObject).GetComponent<UIToggle>());
}
_indicatorBase.gameObject.SetActive(value: false);
gameObject.GetComponent<UIGrid>().Reposition();
SetStoryInfo(_currentIndex);
}
private void SetStoryInfo(int index)
{
LoadSceneStoryData loadSceneStoryData = _loadSceneStoryDatas[index];
_storyTitleLabel.text = loadSceneStoryData.StoryTitle;
_storyValueLabel.text = loadSceneStoryData.StoryValue;
_stillTexture.mainTexture = Resources.Load<Texture>(loadSceneStoryData.StillImageName);
UpdateIndicator(index);
}
public void ChangeStoryImage(bool isRight)
{
if (isRight)
{
UpdateIndexToNext();
}
else
{
UpdateIndexToPrev();
}
}
private void UpdateIndexToNext()
{
_currentIndex = (_currentIndex + 1) % _loadSceneStoryDatas.Count;
SetStoryInfo(_currentIndex);
}
private void UpdateIndexToPrev()
{
if (_currentIndex > 0)
{
_currentIndex--;
}
else
{
_currentIndex = _loadSceneStoryDatas.Count - 1;
}
SetStoryInfo(_currentIndex);
}
private void UpdateIndicator(int index)
{
if (_indicatorList.Count > 1)
{
_indicatorList[index].value = true;
}
}
}