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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83
SVSim.BattleEngine/Engine/Wizard/UIDragMultiScrollView.cs
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83
SVSim.BattleEngine/Engine/Wizard/UIDragMultiScrollView.cs
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using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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[AddComponentMenu("NGUI/Interaction/Drag Multi Scroll View (wizard)")]
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public class UIDragMultiScrollView : MonoBehaviour
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{
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[SerializeField]
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private List<UIScrollView> _scrollViewList;
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public Action<bool> OnPressCallback { private get; set; }
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public Action<float> OnScrollCallback { private get; set; }
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public void AddScrollView(UIScrollView scrollView)
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{
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if (!_scrollViewList.Contains(scrollView))
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{
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_scrollViewList.Add(scrollView);
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}
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}
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public void RemoveScrollView(UIScrollView scrollView)
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{
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if (_scrollViewList.Contains(scrollView))
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{
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_scrollViewList.Remove(scrollView);
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}
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}
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public void OnPress(bool pressed)
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{
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if (!NGUITools.GetActive(this) || _scrollViewList.Count == 0)
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{
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return;
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}
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foreach (UIScrollView scrollView in _scrollViewList)
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{
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scrollView.Press(pressed);
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}
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OnPressCallback.Call(pressed);
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}
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public void OnDrag(Vector2 delta)
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{
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if (!NGUITools.GetActive(this) || _scrollViewList.Count == 0)
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{
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return;
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}
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foreach (UIScrollView scrollView in _scrollViewList)
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{
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scrollView.Drag();
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}
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}
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public void OnScroll(float delta)
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{
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if (!NGUITools.GetActive(this) || _scrollViewList.Count == 0)
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{
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return;
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}
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foreach (UIScrollView scrollView in _scrollViewList)
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{
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scrollView.Scroll(delta);
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}
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OnScrollCallback.Call(delta);
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}
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public void OnPan(Vector2 delta)
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{
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if (!NGUITools.GetActive(this) || _scrollViewList.Count == 0)
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{
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return;
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}
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foreach (UIScrollView scrollView in _scrollViewList)
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{
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scrollView.OnPan(delta);
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}
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}
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}
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