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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167
SVSim.BattleEngine/Engine/Wizard/UIParticleEffectGroup.cs
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167
SVSim.BattleEngine/Engine/Wizard/UIParticleEffectGroup.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class UIParticleEffectGroup : MonoBehaviour
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{
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private struct AutoUpdateInfo
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{
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public GameObject Effect { get; private set; }
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public GameObject Parent { get; private set; }
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public AutoUpdateInfo(GameObject effect, GameObject parent)
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{
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Effect = effect;
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Parent = parent;
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}
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}
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[SerializeField]
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private Camera _camera;
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[SerializeField]
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private GameObject _effectParentRoot;
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private List<AutoUpdateInfo> _updateList = new List<AutoUpdateInfo>();
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private RenderTexture _renderTexture;
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private UITexture _uiTexture;
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private int _saveScreenWidth;
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private int _saveScreenHeight;
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private const string SHADER_NAME = "Cygames/UI/Transparent ColoredAdd";
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private const float RENDER_TEXTURE_BASE_SIZE = 2048f;
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private GameObject CreateParent()
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{
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GameObject obj = new GameObject();
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Transform obj2 = obj.transform;
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obj2.parent = _effectParentRoot.transform;
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obj2.localPosition = Vector3.zero;
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obj2.localScale = Vector3.one;
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obj.layer = base.gameObject.layer;
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return obj;
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}
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public void Initialize(UITexture uiTexture)
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{
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_uiTexture = uiTexture;
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}
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private Vector3 DecideEffectLocalPosition(GameObject target)
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{
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Vector3 zero = Vector3.zero;
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while (target != null)
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{
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zero += target.transform.localPosition;
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target = target.transform.parent.gameObject;
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if (target.GetComponent<Camera>() != null)
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{
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break;
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}
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}
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return zero;
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}
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public void StartEffect(Effect2dCreateParam param, bool isEnableUpdateReposition)
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{
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GameObject parent = param.Parent;
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GameObject gameObject = CreateParent();
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gameObject.transform.localPosition = DecideEffectLocalPosition(param.Parent);
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gameObject.transform.localRotation = param.Parent.transform.localRotation;
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gameObject.transform.localScale = Vector3.one;
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param.Parent = gameObject;
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GameObject gameObject2 = EffectUtility.CreateEffect2D(param);
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gameObject2.SetLayer(gameObject.layer, isSetChildren: true);
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gameObject2.transform.localPosition = Vector3.zero;
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SetEffectCommonSetting(gameObject2);
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gameObject2.SetActive(value: true);
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if (isEnableUpdateReposition)
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{
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_updateList.Add(new AutoUpdateInfo(gameObject, parent));
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}
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}
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public void SetEffect(GameObject effect)
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{
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Vector3 localPosition = effect.transform.localPosition;
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GameObject gameObject = CreateParent();
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effect.transform.parent = gameObject.transform;
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effect.transform.localPosition = localPosition;
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effect.transform.localScale = Vector3.one;
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effect.SetLayer(gameObject.layer, isSetChildren: true);
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SetEffectCommonSetting(effect);
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}
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private void SetEffectCommonSetting(GameObject effect)
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{
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UpdateRenderTexture();
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UpdateUITextureSize(_uiTexture);
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}
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private void Update()
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{
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if (UIManager.GetInstance().FrontCameraPixelWidth != _saveScreenWidth || UIManager.GetInstance().FrontCameraPixelHeight != _saveScreenHeight)
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{
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UpdateRenderTexture();
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UpdateUITextureSize(_uiTexture);
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}
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foreach (AutoUpdateInfo update in _updateList)
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{
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update.Effect.transform.localPosition = DecideEffectLocalPosition(update.Parent);
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}
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}
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private void UpdateRenderTexture()
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{
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if (_renderTexture != null)
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{
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Object.Destroy(_renderTexture);
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}
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_saveScreenWidth = UIManager.GetInstance().FrontCameraPixelWidth;
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_saveScreenHeight = UIManager.GetInstance().FrontCameraPixelHeight;
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float num = UIManager.GetInstance().FrontCameraPixelWidth;
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float num2 = (float)UIManager.GetInstance().FrontCameraPixelHeight / num;
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_renderTexture = new RenderTexture(2048, (int)(2048f * num2), 0, RenderTextureFormat.ARGB32);
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_renderTexture.name = "UIPG" + _uiTexture.name;
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_camera.targetTexture = _renderTexture;
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_uiTexture.mainTexture = _renderTexture;
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}
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private void UpdateUITextureSize(UITexture uiTexture)
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{
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Camera frontCamera = UIManager.GetInstance().FrontCamera;
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Vector3 position = new Vector3(0f, 1f, 0f);
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Vector3 position2 = new Vector3(1f, 0f, 0f);
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Vector3 position3 = frontCamera.ViewportToWorldPoint(position);
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Vector3 position4 = frontCamera.ViewportToWorldPoint(position2);
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Vector3 vector = uiTexture.transform.InverseTransformPoint(position3);
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Vector3 vector2 = uiTexture.transform.InverseTransformPoint(position4);
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uiTexture.width = (int)(vector2.x - vector.x);
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uiTexture.height = (int)(vector.y - vector2.y);
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uiTexture.shader = Shader.Find("Cygames/UI/Transparent ColoredAdd");
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}
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public void OnBeforeDestroy()
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{
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if (_uiTexture != null)
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{
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_uiTexture.mainTexture = null;
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_uiTexture = null;
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}
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}
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private void OnDestroy()
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{
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if (_renderTexture != null)
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{
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Object.Destroy(_renderTexture);
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}
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}
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}
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