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

99 lines
3.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard.Scripts.Network.Data.TaskData.Arena;
namespace Wizard;
public class RewardConfirmDialog : MonoBehaviour
{
[SerializeField]
private UILabel _rewardConfirmLabelMainFirst;
[SerializeField]
private UILabel _rewardConfirmLabelMainSecond;
[SerializeField]
private UILabel _rewardConfirmLabelSub;
[SerializeField]
private GameObject _rewardDialogRoot;
[SerializeField]
private RewardBase _rewardDialog;
[SerializeField]
private RewardBase _pageChangeRewardPrefab;
[SerializeField]
private RewardConfirmView _reardConfirmViewFor4;
public void CreateRewardConfirmDialog(GachaPointExchangeInfo gachaPointExchangeInfo, int dialogInnerDepth, int dialogInnerSortingOrder)
{
if (gachaPointExchangeInfo.RewardList.Count >= 5 && !RewardConfirmView.IsSpecialEmblemLayout(gachaPointExchangeInfo.RewardList))
{
CreateRewardViewForPageChange(gachaPointExchangeInfo.RewardList, dialogInnerDepth, dialogInnerSortingOrder);
}
else if (gachaPointExchangeInfo.RewardList.Count <= 3)
{
CreateRewardViewFor3(gachaPointExchangeInfo.RewardList, dialogInnerDepth, dialogInnerSortingOrder);
}
else
{
CreateRewardViewFor4(gachaPointExchangeInfo.RewardList);
}
}
public void SetText(string mainTextFirst, string mainTextSecond, string subText)
{
_rewardConfirmLabelMainFirst.text = mainTextFirst;
_rewardConfirmLabelMainSecond.text = mainTextSecond;
_rewardConfirmLabelSub.text = subText;
}
private void CreateRewardViewFor3(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList, int dialogInnerDepth, int dialogInnerSortingOrder)
{
_reardConfirmViewFor4.gameObject.SetActive(value: false);
RewardBase component = NGUITools.AddChild(_rewardDialogRoot, _rewardDialog.gameObject).GetComponent<RewardBase>();
UIPanel component2 = component.gameObject.GetComponent<UIPanel>();
component2.depth = dialogInnerDepth;
component2.sortingOrder = dialogInnerSortingOrder;
component.SetActiveRewardLabel(isShow: false);
for (int i = 0; i < rewardList.Count; i++)
{
component.AddReward(rewardList[i]);
}
component.EndCreate();
}
private void CreateRewardViewForPageChange(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList, int dialogInnerDepth, int dialogInnerSortingOrder)
{
_reardConfirmViewFor4.gameObject.SetActive(value: false);
RewardBase component = NGUITools.AddChild(_rewardDialogRoot, _pageChangeRewardPrefab.gameObject).GetComponent<RewardBase>();
UIPanel component2 = component.gameObject.GetComponent<UIPanel>();
component2.depth = dialogInnerDepth;
component2.sortingOrder = dialogInnerSortingOrder;
component.SetActiveRewardLabel(isShow: false);
for (int i = 0; i < rewardList.Count; i++)
{
NguiObjs rewardObj = component.AddReward(rewardList[i]);
switch (rewardList[i].UserGoodsData.GoodsType)
{
case UserGoods.Type.Sleeve:
component.ChangeRewardTextureSize(rewardObj, 145, 200);
break;
case UserGoods.Type.Degree:
case UserGoods.Type.MyPageBG:
component.ChangeRewardTextureSize(rewardObj, 145, 145);
break;
}
}
component.EndCreate();
}
private void CreateRewardViewFor4(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList)
{
_reardConfirmViewFor4.gameObject.SetActive(value: true);
_reardConfirmViewFor4.Initialize(rewardList);
}
}