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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55
SVSim.BattleEngine/Engine/Wizard/SelectRandomSkinButton.cs
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55
SVSim.BattleEngine/Engine/Wizard/SelectRandomSkinButton.cs
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using System;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class SelectRandomSkinButton : MonoBehaviour
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{
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[SerializeField]
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private UITexture _texture;
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[SerializeField]
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private UIButton _button;
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private bool _isSelectStatus;
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public void Initialize(int skinId, bool isSelect, Action<int, bool> onClick, Action<GameObject> onDragStart, Action<GameObject, Vector2> onDrag)
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{
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string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(skinId.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton, isfetch: true);
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_texture.mainTexture = Toolbox.ResourcesManager.LoadObject(assetTypePath) as Texture;
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SetSelectStatus(isSelect);
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UIEventListener.Get(_button.gameObject).onClick = delegate
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{
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bool flag = !_isSelectStatus;
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
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SetSelectStatus(flag);
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onClick(skinId, flag);
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};
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UIEventListener.Get(_button.gameObject).onDragStart = delegate(GameObject g)
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{
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onDragStart(g);
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};
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UIEventListener.Get(_button.gameObject).onDrag = delegate(GameObject g, Vector2 d)
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{
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onDrag(g, d);
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};
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}
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public void SetSelectStatus(bool isSelect)
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{
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_isSelectStatus = isSelect;
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SetButtonGray(!isSelect);
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}
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private void SetButtonGray(bool isGray)
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{
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Color color = (isGray ? LabelDefine.TEXT_COLOR_BUTTON_DISABLE : ((Color32)Color.white));
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_texture.color = color;
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_button.hover = color;
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_button.pressed = color;
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_button.defaultColor = color;
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_button.disabledColor = color;
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_button.UpdateColor(instant: true);
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}
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}
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