Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/SealedCardInfo.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

31 lines
799 B
C#

using LitJson;
namespace Wizard;
public class SealedCardInfo
{
public int OriginalCardId { get; private set; }
public int SealedCardId { get; private set; }
public bool IsPhantom { get; private set; }
public int OwnNum { get; private set; }
public int DeckUsingNum { get; private set; }
public SealedCardInfo(JsonData rootData)
: this(rootData["card_id"].ToInt(), rootData["is_phantom"].ToInt() == 1, rootData["num"].ToInt(), rootData["deck_using_num"].ToInt())
{
}
public SealedCardInfo(int originalCardId, bool isPhantom, int ownNum, int deckUsingNum)
{
OriginalCardId = originalCardId;
IsPhantom = isPhantom;
OwnNum = ownNum;
DeckUsingNum = deckUsingNum;
SealedCardId = SealedData.ConvertToSealedCardId(originalCardId, isPhantom);
}
}