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.
55 lines
1.1 KiB
C#
55 lines
1.1 KiB
C#
using System.Collections.Generic;
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namespace Wizard.Scripts.Network.Data.TaskData.SkinPurchase;
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public class SkinSeriesPurchaseInfo
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{
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public enum RewardStatus
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{
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none,
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not_got,
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got
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}
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public enum eSetSalesStatus
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{
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None,
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Enable,
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Disable
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}
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private List<ShopCommonRewardInfo> _rewardInfoList = new List<ShopCommonRewardInfo>();
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private List<SkinProductInfo> _ProductList = new List<SkinProductInfo>();
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public int series_id { get; set; }
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public string description { get; set; }
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public bool is_completed { get; set; }
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public RewardStatus _rewardStatus { get; set; }
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public bool HaveTicket { get; set; }
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public eSetSalesStatus SetSalesStatus { get; set; }
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public ShopCommonSaleInfo saleInfo { get; set; }
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public List<ShopCommonRewardInfo> rewardInfoList => _rewardInfoList;
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public List<SkinProductInfo> productList => _ProductList;
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public bool IsNew { get; set; }
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public int GetProductCount()
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{
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int num = productList.Count;
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if (SetSalesStatus != eSetSalesStatus.None)
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{
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num++;
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}
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return num;
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}
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}
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