Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Scripts.Network.Data.TaskData.SkinPurchase/SkinProductInfo.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

39 lines
843 B
C#

using System.Collections.Generic;
namespace Wizard.Scripts.Network.Data.TaskData.SkinPurchase;
public class SkinProductInfo
{
private List<ShopCommonRewardInfo> _rewardInfoList = new List<ShopCommonRewardInfo>();
public int product_id { get; set; }
public string description { get; set; }
public int leader_skin_id { get; set; }
public string cv_name { get; set; }
public bool is_purchased { get; set; }
public ShopCommonSaleInfo saleInfo { get; set; }
public List<ShopCommonRewardInfo> rewardInfoList => _rewardInfoList;
public bool IsEnableBuyTicket
{
get
{
if (!saleInfo.costTicket.HasValue || !saleInfo.haveTicketNum.HasValue)
{
return false;
}
if (saleInfo.costTicket.Value > 0)
{
return saleInfo.haveTicketNum.Value > 0;
}
return false;
}
}
}