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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251
SVSim.BattleEngine/Engine/UITable.cs
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251
SVSim.BattleEngine/Engine/UITable.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("NGUI/Interaction/Table")]
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public class UITable : UIWidgetContainer
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{
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public delegate void OnReposition();
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public enum Direction
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{
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Down,
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Up
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}
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public enum Sorting
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{
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None,
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Alphabetic,
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Horizontal,
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Vertical,
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Custom
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}
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public int columns;
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public Direction direction;
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public Sorting sorting;
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public UIWidget.Pivot pivot;
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public UIWidget.Pivot cellAlignment;
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public bool hideInactive = true;
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public bool keepWithinPanel;
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public Vector2 padding = Vector2.zero;
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public OnReposition onReposition;
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public Comparison<Transform> onCustomSort;
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protected UIPanel mPanel;
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protected bool mInitDone;
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protected bool mReposition;
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public bool repositionNow
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{
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set
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{
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if (value)
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{
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mReposition = true;
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base.enabled = true;
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}
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}
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}
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public List<Transform> GetChildList()
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{
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Transform transform = base.transform;
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List<Transform> list = new List<Transform>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (!hideInactive || ((bool)child && NGUITools.GetActive(child.gameObject)))
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{
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list.Add(child);
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}
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}
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if (sorting != Sorting.None)
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{
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if (sorting == Sorting.Alphabetic)
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{
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list.Sort(UIGrid.SortByName);
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}
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else if (sorting == Sorting.Horizontal)
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{
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list.Sort(UIGrid.SortHorizontal);
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}
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else if (sorting == Sorting.Vertical)
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{
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list.Sort(UIGrid.SortVertical);
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}
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else if (onCustomSort != null)
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{
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list.Sort(onCustomSort);
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}
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else
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{
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Sort(list);
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}
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}
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return list;
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}
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protected virtual void Sort(List<Transform> list)
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{
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list.Sort(UIGrid.SortByName);
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}
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protected virtual void Start()
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{
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Init();
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Reposition();
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base.enabled = false;
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}
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protected virtual void Init()
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{
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mInitDone = true;
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mPanel = NGUITools.FindInParents<UIPanel>(base.gameObject);
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}
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protected virtual void LateUpdate()
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{
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if (mReposition)
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{
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Reposition();
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}
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base.enabled = false;
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}
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private void OnValidate()
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{
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if (!Application.isPlaying && NGUITools.GetActive(this))
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{
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Reposition();
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}
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}
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protected void RepositionVariableSize(List<Transform> children)
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{
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float num = 0f;
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float num2 = 0f;
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int num3 = ((columns <= 0) ? 1 : (children.Count / columns + 1));
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int num4 = ((columns > 0) ? columns : children.Count);
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Bounds[,] array = new Bounds[num3, num4];
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Bounds[] array2 = new Bounds[num4];
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Bounds[] array3 = new Bounds[num3];
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int num5 = 0;
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int num6 = 0;
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int i = 0;
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for (int count = children.Count; i < count; i++)
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{
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Transform obj = children[i];
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Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(obj, !hideInactive);
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Vector3 localScale = obj.localScale;
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bounds.min = Vector3.Scale(bounds.min, localScale);
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bounds.max = Vector3.Scale(bounds.max, localScale);
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array[num6, num5] = bounds;
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array2[num5].Encapsulate(bounds);
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array3[num6].Encapsulate(bounds);
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if (++num5 >= columns && columns > 0)
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{
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num5 = 0;
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num6++;
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}
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}
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num5 = 0;
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num6 = 0;
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Vector2 pivotOffset = NGUIMath.GetPivotOffset(cellAlignment);
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int j = 0;
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for (int count2 = children.Count; j < count2; j++)
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{
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Transform obj2 = children[j];
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Bounds bounds2 = array[num6, num5];
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Bounds bounds3 = array2[num5];
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Bounds bounds4 = array3[num6];
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Vector3 localPosition = obj2.localPosition;
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localPosition.x = num + bounds2.extents.x - bounds2.center.x;
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localPosition.x -= Mathf.Lerp(0f, bounds2.max.x - bounds2.min.x - bounds3.max.x + bounds3.min.x, pivotOffset.x) - padding.x;
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if (direction == Direction.Down)
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{
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localPosition.y = 0f - num2 - bounds2.extents.y - bounds2.center.y;
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localPosition.y += Mathf.Lerp(bounds2.max.y - bounds2.min.y - bounds4.max.y + bounds4.min.y, 0f, pivotOffset.y) - padding.y;
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}
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else
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{
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localPosition.y = num2 + bounds2.extents.y - bounds2.center.y;
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localPosition.y -= Mathf.Lerp(0f, bounds2.max.y - bounds2.min.y - bounds4.max.y + bounds4.min.y, pivotOffset.y) - padding.y;
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}
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num += bounds3.size.x + padding.x * 2f;
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obj2.localPosition = localPosition;
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if (++num5 >= columns && columns > 0)
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{
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num5 = 0;
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num6++;
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num = 0f;
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num2 += bounds4.size.y + padding.y * 2f;
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}
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}
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if (pivot == UIWidget.Pivot.TopLeft)
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{
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return;
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}
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pivotOffset = NGUIMath.GetPivotOffset(pivot);
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Bounds bounds5 = NGUIMath.CalculateRelativeWidgetBounds(base.transform);
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float num7 = Mathf.Lerp(0f, bounds5.size.x, pivotOffset.x);
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float num8 = Mathf.Lerp(0f - bounds5.size.y, 0f, pivotOffset.y);
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Transform transform = base.transform;
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for (int k = 0; k < transform.childCount; k++)
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{
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Transform child = transform.GetChild(k);
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SpringPosition component = child.GetComponent<SpringPosition>();
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if (component != null)
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{
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component.target.x -= num7;
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component.target.y -= num8;
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continue;
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}
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Vector3 localPosition2 = child.localPosition;
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localPosition2.x -= num7;
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localPosition2.y -= num8;
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child.localPosition = localPosition2;
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}
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}
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[ContextMenu("Execute")]
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public virtual void Reposition()
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{
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if (Application.isPlaying && !mInitDone && NGUITools.GetActive(this))
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{
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Init();
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}
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mReposition = false;
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Transform target = base.transform;
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List<Transform> childList = GetChildList();
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if (childList.Count > 0)
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{
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RepositionVariableSize(childList);
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}
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if (keepWithinPanel && mPanel != null)
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{
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mPanel.ConstrainTargetToBounds(target, immediate: true);
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UIScrollView component = mPanel.GetComponent<UIScrollView>();
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if (component != null)
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{
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component.UpdateScrollbars(recalculateBounds: true);
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}
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}
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if (onReposition != null)
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{
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onReposition();
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}
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}
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}
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