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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@@ -193,11 +193,26 @@ namespace UnityEngine
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public class ScriptableObject : Object { }
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// ---- rendering / physics / audio (pure no-op presentation) ----
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public class Renderer : Component { public Material material { get; set; } public Material[] materials { get; set; } public bool enabled { get; set; } }
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public class Renderer : Component
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{
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public Material material { get; set; }
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public Material[] materials { get; set; }
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public Material sharedMaterial { get; set; }
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public Material[] sharedMaterials { get; set; }
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public bool enabled { get; set; }
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public bool isVisible => false;
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public int sortingOrder { get; set; }
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public string sortingLayerName { get; set; }
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public int sortingLayerID { get; set; }
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public Bounds bounds => default;
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public ShadowCastingMode shadowCastingMode { get; set; }
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public bool receiveShadows { get; set; }
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}
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public enum ShadowCastingMode { Off, On, TwoSided, ShadowsOnly }
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public class MeshRenderer : Renderer { }
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public class SkinnedMeshRenderer : Renderer { }
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public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } }
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public class MeshFilter : Component { public Mesh mesh { get; set; } }
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public class SkinnedMeshRenderer : Renderer { public Mesh sharedMesh { get; set; } public Transform rootBone { get; set; } public Transform[] bones { get; set; } }
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public class SpriteRenderer : Renderer { public Sprite sprite { get; set; } public Color color { get; set; } }
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public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
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public class ParticleSystem : Component
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{
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public void Play() { } public void Play(bool withChildren) { }
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