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.
90 lines
2.3 KiB
C#
90 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class ShopDrumrollScrollItem : MonoBehaviour
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{
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[SerializeField]
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private GameObject _objNewMark;
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[SerializeField]
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private GameObject _objPrerelease;
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[SerializeField]
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private GameObject _objBadge;
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private GameObject _objNewEffect;
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private List<string> _assetPathList = new List<string>();
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private void Awake()
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{
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_ = _objNewMark != null;
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}
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private void OnDestroy()
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{
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if (_assetPathList != null)
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_assetPathList);
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_assetPathList.Clear();
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}
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}
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public void SetActiveNewMark(bool isActive)
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{
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if (_objNewMark == null)
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{
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return;
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}
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if (_objNewMark.activeSelf != isActive)
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{
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_objNewMark.SetActive(isActive);
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}
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if (isActive)
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{
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GameObject _objNewEffect = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject);
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_objNewEffect.transform.SetParent(_objNewMark.transform);
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_objNewEffect.transform.localPosition = Vector3.zero;
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_assetPathList.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(_objNewEffect, delegate
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{
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GameMgr.GetIns().GetEffectMgr().ChangeMaskShader(_objNewEffect);
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}));
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_objNewEffect.SetActive(value: true);
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}
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}
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public void SetActiveBadge(bool isActive)
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{
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if (!(_objBadge == null) && _objBadge.activeSelf != isActive)
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{
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_objBadge.SetActive(isActive);
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}
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}
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public void SetActivePrereleaseMark(bool isActive)
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{
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if (_objPrerelease == null)
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{
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return;
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}
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if (_objPrerelease.activeSelf != isActive)
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{
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_objPrerelease.SetActive(isActive);
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}
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if (isActive)
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{
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GameObject effectObj = Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject);
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effectObj.transform.SetParent(_objPrerelease.transform);
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effectObj.transform.localPosition = Vector3.zero;
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_assetPathList.AddRange(GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(effectObj, delegate
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{
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GameMgr.GetIns().GetEffectMgr().ChangeMaskShader(effectObj);
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}));
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effectObj.SetActive(value: true);
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}
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}
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}
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