Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Lottery/LotteryApplyDialog.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

45 lines
1.3 KiB
C#

using Cute;
using UnityEngine;
namespace Wizard.Lottery;
public class LotteryApplyDialog : MonoBehaviour
{
private const float DIALOG_AUTO_CLOSE_TIME = 5f;
[SerializeField]
private UITexture _banner;
[SerializeField]
private UILabel _label;
private LotteryApplyData _data;
public static string GetLotteryTexturePath(LotteryApplyData data, bool isFetch)
{
return Toolbox.ResourcesManager.GetAssetTypePath(data.BannerFileName, ResourcesManager.AssetLoadPathType.Lottery, isFetch);
}
public static DialogBase Create(LotteryApplyData data, bool autoClose = true)
{
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetTitleLabel(data.DialogTitle);
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
if (autoClose)
{
dialogBase.AutoClose(5f);
}
GameObject gameObject = Object.Instantiate(UIManager.GetInstance()._lotteryApplyPrefab);
gameObject.GetComponent<LotteryApplyDialog>()._data = data;
dialogBase.SetObj(gameObject);
return dialogBase;
}
private void Start()
{
_banner.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(GetLotteryTexturePath(_data, isFetch: true));
_label.text = _data.DialogMessage;
}
}