feat(battle-engine): EffectType full enum + collection/card/vfx extension copies
Replaces partial EffectMgr.EffectType with all 226 decomp values; copies the IsNotNullOrEmpty/EquelsID/FindFromCardId/GetAllFuncVfxResults extension files + UI extensions; adds Renderer/MeshFilter shared-material/mesh/sortingOrder. Compile loop then closed the revealed deps (3242 files). 9.1k -> 18 errors.
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103
SVSim.BattleEngine/Engine/DialogRewardScroll.cs
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103
SVSim.BattleEngine/Engine/DialogRewardScroll.cs
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Scripts.Network.Data.TableData;
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public class DialogRewardScroll : MonoBehaviour
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{
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[SerializeField]
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private UIWrapContentWizard WrapContent;
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[SerializeField]
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private GameObject Item;
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[SerializeField]
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private UIScrollBarWrapContent ScrollBar;
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[SerializeField]
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private WrapContentsScrollBarSize WrapScrollbar;
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[SerializeField]
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private UIScrollView ScrollView;
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[SerializeField]
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private UILabel _emptyLabel;
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private const int SCROLL_ITEM_COUNT = 10;
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private const int HISTORY_ITEM_SPRITE_WIDTH = 800;
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private GameObject[] Items;
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private List<ItemAcquireHistory> _currentList;
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public List<ItemAcquireHistory> CurrentList
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{
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get
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{
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return _currentList;
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}
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set
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{
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_currentList = value;
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_emptyLabel.gameObject.SetActive(_currentList.Count == 0);
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}
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}
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public ResourceHandler Handler { get; set; }
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public void Start()
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{
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CreateSomeItems();
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WrapContent.onInitializeItem = InitScrollItem;
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ScrollBar.m_WrapContents = WrapContent;
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}
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public void resetScrollWrap()
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{
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WrapContent.minIndex = -(CurrentList.Count - 1);
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WrapContent.maxIndex = 0;
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ScrollView.ResetPosition();
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WrapContent.resetItems();
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WrapScrollbar.ContentUpdate();
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ScrollView.ResetPosition();
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ScrollBar.gameObject.SetActive(value: true);
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ScrollView.UpdateScrollbars();
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}
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private void InitScrollItem(GameObject obj, int wrapIndex, int realIndex)
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{
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GameObject gameObject = obj.transform.GetChild(0).gameObject;
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if (-realIndex < 0 || -realIndex >= CurrentList.Count)
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{
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gameObject.SetActive(value: false);
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return;
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}
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gameObject.SetActive(value: true);
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int num = -realIndex;
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SetHistoryItem(gameObject, CurrentList[num], num == CurrentList.Count - 1);
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}
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private void SetHistoryItem(GameObject item, ItemAcquireHistory history, bool isLastItem)
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{
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item.GetComponent<UISprite>().width = 800;
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item.GetComponent<AchievementWindowBase>().SetHistoryItem(history, !isLastItem, Handler);
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}
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private void CreateSomeItems()
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{
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Items = new GameObject[10];
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for (int i = 0; i < 10; i++)
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{
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GameObject gameObject = new GameObject();
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Transform obj = gameObject.transform;
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obj.parent = WrapContent.transform;
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obj.localPosition = Vector3.zero;
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obj.localRotation = Quaternion.identity;
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obj.localScale = Vector3.one;
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gameObject.layer = WrapContent.gameObject.layer;
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NGUITools.AddChild(gameObject, Item).SetActive(value: true);
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gameObject.SetActive(value: true);
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Items[i] = gameObject;
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}
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}
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}
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