Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ClassIconName.cs
gamer147 755f7fd148 port(m1): wave 6b — View base members + app-type stubs (772->696)
- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance).
- BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy.
- EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls.
- Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial).
- Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:50:10 -04:00

21 lines
586 B
C#

using UnityEngine;
namespace Wizard;
public class ClassIconName : MonoBehaviour
{
[SerializeField]
private UILabel _labelClassName;
[SerializeField]
private UISprite _spriteClassIcon;
public void SetClass(int classId)
{
ClassCharacterMasterData charaPrmByClassId = GameMgr.GetIns().GetDataMgr().GetCharaPrmByClassId(classId);
_labelClassName.text = charaPrmByClassId._className;
ClassCharaPrm.SetClassLabelSetting(_labelClassName, charaPrmByClassId.clan);
_spriteClassIcon.spriteName = ClassCharaPrm.GetIconSpriteName(charaPrmByClassId.clan);
}
}