feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
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117
SVSim.BattleEngine/Engine/ArrowControl.cs
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117
SVSim.BattleEngine/Engine/ArrowControl.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class ArrowControl : MonoBehaviour
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{
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[SerializeField]
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private GameObject ArrowHead;
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[SerializeField]
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private GameObject ArrowEfc;
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[SerializeField]
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private int DivideCnt = 10;
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[SerializeField]
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private bool isEvo;
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private IList<GameObject> ArrowEfcList;
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private GameObject FromObj;
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private GameObject ToObj;
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private bool isOn;
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private bool _isTargettingEnemy;
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private float ChangeTime;
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private IList<int> ArrowTarList;
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private void Start()
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{
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ArrowEfcList = new List<GameObject>();
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ArrowEfcList.Add(ArrowEfc);
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for (int i = 1; i < DivideCnt; i++)
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{
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GameObject gameObject = Object.Instantiate(ArrowEfc);
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if (!(null == gameObject))
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{
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gameObject.transform.parent = base.transform;
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ArrowEfcList.Add(gameObject);
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}
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}
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ArrowTarList = new List<int>();
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for (int j = 0; j < DivideCnt; j++)
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{
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ArrowTarList.Add(j);
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}
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HideArrow();
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}
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private void Update()
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{
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if (isOn)
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{
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SetArrowLine();
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}
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}
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public void ShowArrow(GameObject fromObj, GameObject toObj, bool isTargettingEnemy)
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{
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FromObj = fromObj;
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ToObj = toObj;
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_isTargettingEnemy = isTargettingEnemy;
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isOn = true;
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base.gameObject.SetActive(value: true);
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}
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public void HideArrow()
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{
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isOn = false;
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for (int i = 0; i < DivideCnt; i++)
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{
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ArrowEfcList[i].SetActive(value: false);
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}
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base.gameObject.SetActive(value: false);
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}
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private void SetArrowLine()
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{
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if (isEvo)
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{
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ChangeTime -= Time.deltaTime * 5f;
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}
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else
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{
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ChangeTime -= Time.deltaTime;
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}
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if (ChangeTime <= 0f)
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{
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ChangeTime = 1f;
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ArrowTarList.Add(ArrowTarList[0]);
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ArrowTarList.RemoveAt(0);
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}
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ArrowHead.transform.position = ToObj.transform.position;
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Vector3 position = FromObj.transform.position;
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Vector3 position2 = ToObj.transform.position;
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Vector3 p = (_isTargettingEnemy ? position : position2) + Vector3.back * Vector3.Distance(position, position2) + Vector3.down * Vector3.Distance(position, position2) * -0.5f;
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Vector3[] array = new Vector3[DivideCnt];
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array = MotionUtils.GetBezierQuad(position, p, position2, DivideCnt);
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for (int i = 0; i < array.Length; i++)
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{
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float num = 1f - ChangeTime;
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if (ArrowTarList[i] != 0)
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{
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ArrowEfcList[i].SetActive(value: true);
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ArrowEfcList[i].transform.position = (array[ArrowTarList[i]] - array[ArrowTarList[i] - 1]) * num + array[ArrowTarList[i] - 1];
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}
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else
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{
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ArrowEfcList[i].SetActive(value: false);
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ArrowEfcList[i].transform.position = array[0];
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}
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}
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}
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}
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