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.
49 lines
1.1 KiB
C#
49 lines
1.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Cute;
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public static class SoftwareResetBase
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{
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public static bool isSoftwareReset;
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private static Action resetAction;
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public static bool IsSoftwareReset()
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{
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return isSoftwareReset;
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}
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public static void setSoftwareResetAction(Action _action)
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{
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resetAction = _action;
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}
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public static void SoftwareReset(string sceneName, Action _resetAction)
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{
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isSoftwareReset = true;
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if (_resetAction != null)
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{
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resetAction = _resetAction;
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}
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resetAction.Call();
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GameObject gameObject = GameObject.Find("OmotePlugin");
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if (gameObject != null)
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{
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UnityEngine.Object.Destroy(gameObject);
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}
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Toolbox.BootSystem.VisibleBootCamera(enable: true);
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GameObject gameObject2 = GameObject.Find("BootCamera");
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if (gameObject2 != null)
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{
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gameObject2.transform.parent = null;
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UnityEngine.Object.DontDestroyOnLoad(gameObject2);
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BootSystem.isRootBootCamera = true;
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}
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Screen.sleepTimeout = -2;
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BootApp.BootScene = sceneName;
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UnityEngine.SceneManagement.SceneManager.LoadScene("_SoftwareReset");
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}
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}
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