Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/RedEtherCampaignRewardData.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

32 lines
824 B
C#

using LitJson;
namespace Wizard;
public class RedEtherCampaignRewardData
{
public UserGoods.Type UserGoodsType { get; private set; }
public int ItemCount { get; private set; }
public bool IsCleared { get; private set; }
public string MissionText { get; private set; }
public RedEtherCampaignRewardData(JsonData json, bool isCleared)
{
MissionText = json["mission_name"].ToString();
IsCleared = isCleared;
JsonData jsonData = json["reward_list"][0];
ItemCount = jsonData["reward_number"].ToInt();
UserGoodsType = (UserGoods.Type)jsonData["reward_type"].ToInt();
}
public RedEtherCampaignRewardData(UserGoods.Type type, int count, bool cleared, string missionText)
{
UserGoodsType = type;
ItemCount = count;
IsCleared = cleared;
MissionText = missionText;
}
}