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.
58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
using UnityEngine;
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namespace Wizard;
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public class MyRotationParts : MonoBehaviour
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{
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[SerializeField]
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private UISprite _backGround;
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[SerializeField]
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private UILabel _packNameLabel;
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[SerializeField]
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private FlexibleGrid _backGroundGrid;
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[SerializeField]
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private UIGrid _bonusIconGrid;
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[SerializeField]
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private GameObject _bonusIconOriginal;
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private const int BACK_GROUND_PACK_NAME_OFFSET = 20;
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private const int BACK_GROUND_ICON_OFFSET = 28;
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public void SetMyRotationInfo(MyRotationInfo myRotationInfo)
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{
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if (myRotationInfo == null)
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{
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return;
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}
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if (_packNameLabel != null)
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{
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_packNameLabel.text = myRotationInfo.LastPackText;
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}
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_bonusIconOriginal.SetActive(value: false);
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_bonusIconGrid.transform.DestroyChildren();
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foreach (MyRotationInfo.MyRotationBonus ability in myRotationInfo.Abilities)
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{
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GameObject obj = NGUITools.AddChild(_bonusIconGrid.gameObject, _bonusIconOriginal);
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obj.GetComponent<UISprite>().spriteName = ability.IconName;
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obj.SetActive(value: true);
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}
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_bonusIconGrid.Reposition();
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if (_backGround != null)
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{
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_backGround.rightAnchor.target = ((myRotationInfo.Abilities.Count > 0) ? _bonusIconGrid.transform : _packNameLabel.transform);
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_backGround.rightAnchor.absolute = ((myRotationInfo.Abilities.Count > 0) ? 28 : 20);
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}
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}
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public void Reposition()
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{
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_backGroundGrid.Reposition();
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StartCoroutine(_backGroundGrid.RepositionNextFrame());
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}
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}
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