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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73
SVSim.BattleEngine/Engine/Wizard/QuestAllConfirmDialog.cs
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73
SVSim.BattleEngine/Engine/Wizard/QuestAllConfirmDialog.cs
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class QuestAllConfirmDialog : MonoBehaviour
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{
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[SerializeField]
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private QuestItemTitle _questItemTitleOriginal;
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[SerializeField]
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private QuestItem _questItemOriginal;
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[SerializeField]
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private QuestGaugeItem _questGaugeItemOriginal;
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[SerializeField]
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private FlexibleGrid _grid;
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[SerializeField]
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private UIScrollView _scrollView;
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public void CreateQuestAllConfirmDialog()
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{
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RequestQuestInfoTask();
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}
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private void RequestQuestInfoTask()
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{
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QuestMissionInfoTask task = new QuestMissionInfoTask();
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StartCoroutine(Toolbox.NetworkManager.Connect(task, OnRequestQuestInfoTaskFinish, BaseTask.OnRequestFailed, BaseTask.OnFailedErrorCode));
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}
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private void OnRequestQuestInfoTaskFinish(NetworkTask.ResultCode error)
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{
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CreateQuestList();
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}
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private void CreateQuestList()
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{
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for (int i = 0; i < Data.QuestMissionInfo.MissionDataList.Count; i++)
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{
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AddQuest(Data.QuestMissionInfo.MissionDataList[i]);
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}
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_grid.Reposition();
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_scrollView.ResetPosition();
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}
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private void AddQuest(QuestMissionData missionData)
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{
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QuestItemTitle component = NGUITools.AddChild(_grid.gameObject, _questItemTitleOriginal.gameObject).GetComponent<QuestItemTitle>();
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component.name = "QuestItemTitle_" + missionData.MissionTitle;
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component.gameObject.SetActive(value: true);
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component.Initialize(missionData.MissionTitle, (CardBasePrm.ClanType)missionData.MissionClassId, missionData.GetTotalPoint(), missionData.GetMaxPoint());
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for (int i = 0; i < missionData.MissionDetailList.Count; i++)
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{
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QuestMissionDetail questMissionDetail = missionData.MissionDetailList[i];
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QuestItemBase component2;
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if (questMissionDetail.ShowGauge)
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{
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component2 = Object.Instantiate(_questGaugeItemOriginal.gameObject).GetComponent<QuestGaugeItem>();
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component2.Initialize(questMissionDetail.Text, questMissionDetail.Point, questMissionDetail.IsClear, questMissionDetail.CurrentGaugeValue, questMissionDetail.MaxGaugeValue);
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}
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else
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{
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component2 = Object.Instantiate(_questItemOriginal.gameObject).GetComponent<QuestItem>();
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component2.Initialize(questMissionDetail.Text, questMissionDetail.Point, questMissionDetail.IsClear);
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}
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component2.gameObject.SetActive(value: true);
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component.AddChild(component2.gameObject);
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}
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}
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}
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