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

52 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class MyPageMaintenanceNotification : MonoBehaviour
{
[SerializeField]
private NotificatonAnimation _notificationAnimationPrefab;
private NotificatonAnimation _notificationAnimation;
private bool _isShow;
private const float WAIT_TIME = 0.5f;
private void Awake()
{
_notificationAnimation = NGUITools.AddChild(base.gameObject, _notificationAnimationPrefab.gameObject).GetComponent<NotificatonAnimation>();
_isShow = false;
}
private void Update()
{
if (_isShow && (UIManager.GetInstance().WebViewHelper.IsOpenWebViewDialog() || UIManager.GetInstance().GetCurrentScene() != UIManager.ViewScene.MyPage))
{
Object.Destroy(base.gameObject);
}
}
public IEnumerator Show(List<NotificatonAnimation.Param> paramList)
{
int waitCount = 0;
while (UIManager.GetInstance().isFading() || UIManager.GetInstance().WebViewHelper.IsOpenWebViewDialog() || waitCount <= 0)
{
yield return new WaitForSeconds(0.5f);
int num = waitCount + 1;
waitCount = num;
}
_isShow = true;
yield return StartCoroutine(_notificationAnimation.Exec(paramList));
_isShow = false;
Object.Destroy(base.gameObject);
}
private void OnDisable()
{
Object.Destroy(base.gameObject);
}
}