engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,7 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Post-Phase-5b (2026-07-03) UI stub. Every override in the pre-cull file was
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// Unity-3D VFX/iTween/particle-system code driven by BattleCoroutine — never
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// invoked headless. The type stays because BattleManagerBase.CreateManager's
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// background-id switch instantiates it; inheriting BackGroundBase's no-op
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// default virtuals is correct headless behavior.
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public class CastleField : BackGroundBase
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{
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public override int FieldId => 2;
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@@ -10,173 +11,4 @@ public class CastleField : BackGroundBase
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: base(bgmId)
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{
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}
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protected override void BattleFieldBuild()
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{
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BattleCoroutine.GetInstance().StartCoroutine(BackGroundBase.ObjectChecker(0.5f, _str3DFieldPath, delegate
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{
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base.Field = GameObject.Find(_str3DFieldPath);
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base.Field.transform.parent = GameMgr.GetIns().m_GameManagerObj.transform;
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GimicAudioList = base.Field.GetComponent<AudioList>().GimicAudioList;
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_fieldModel = base.Field.transform.Find("md_bf_ocsl_root").gameObject;
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_fieldParticles = _fieldModel.transform.Find("Particles02").gameObject;
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_fieldObjDictionary.Add(_fieldParticles.name, _fieldParticles);
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_fieldObjDictionary.Add("coffin", _fieldModel.transform.Find("md_bf_ocsl_01_coffin").gameObject);
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_fieldObjDictionary.Add("sword", _fieldModel.transform.Find("md_bf_ocsl_01_sword").gameObject);
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_fieldObjDictionary.Add("tapestry_a", _fieldModel.transform.Find("md_bf_ocsl_01_tapestry_a").gameObject);
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_fieldObjDictionary.Add("tapestry_b", _fieldModel.transform.Find("md_bf_ocsl_01_tapestry_b").gameObject);
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_fieldObjDictionary.Add("chain_a", _fieldModel.transform.Find("md_bf_ocsl_01_chain_a").gameObject);
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_fieldObjDictionary.Add("chain_b", _fieldModel.transform.Find("md_bf_ocsl_01_chain_b").gameObject);
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_fieldObjDictionary.Add("chain_c", _fieldModel.transform.Find("md_bf_ocsl_01_chain_c").gameObject);
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_fieldObjDictionary.Add("chain_d", _fieldModel.transform.Find("md_bf_ocsl_01_chain_d").gameObject);
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_fieldObjDictionary.Add("chain_e", _fieldModel.transform.Find("md_bf_ocsl_01_chain_e").gameObject);
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_fieldObjDictionary.Add("grate", _fieldModel.transform.Find("md_bf_ocsl_01_grate").gameObject);
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m_FieldAnimatorDictionary.Add("coffin", _fieldObjDictionary["coffin"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("sword", _fieldObjDictionary["sword"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("tapestry_a", _fieldObjDictionary["tapestry_a"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("tapestry_b", _fieldObjDictionary["tapestry_b"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("chain_a", _fieldObjDictionary["chain_a"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("chain_b", _fieldObjDictionary["chain_b"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("chain_c", _fieldObjDictionary["chain_c"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("chain_d", _fieldObjDictionary["chain_d"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("chain_e", _fieldObjDictionary["chain_e"].GetComponent<Animator>());
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m_FieldAnimatorDictionary.Add("grate", _fieldObjDictionary["grate"].GetComponent<Animator>());
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_fieldParticleSystemDictionary.Add("opening", _fieldParticles.transform.Find("opening").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("coffin_open", _fieldParticles.transform.Find("coffin_open").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("coffin_close", _fieldParticles.transform.Find("coffin_close").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("coffin_gimic_1", _fieldParticles.transform.Find("coffin_gimic_1").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("coffin_gimic_2", _fieldParticles.transform.Find("coffin_gimic_2").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("fog", _fieldParticles.transform.Find("fog").GetComponent<ParticleSystem>());
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_fieldParticleSystemDictionary.Add("candle", _fieldParticles.transform.Find("candle").GetComponent<ParticleSystem>());
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List<string> list = new List<string>(_fieldObjDictionary.Keys);
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List<GameObject> list2 = new List<GameObject>();
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for (int i = 0; i < _fieldObjDictionary.Count; i++)
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{
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list2.Add(_fieldObjDictionary[list[i]]);
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}
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list2, delegate
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{
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base.SetShaderGlobalColorBG = base.Field.transform.Find("SetMaterialColorBGManager").GetComponent<SetShaderGlobalColorBG>();
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base.IsLoadDone = true;
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}, isBattle: true, isField: true);
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}));
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}
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public override void StartFieldSetEffect(Vector3 pos)
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{
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_SET_2, pos);
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}
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public override void StartFieldTapEffect(int areaId, Vector3 pos)
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{
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base.StartFieldTapEffect(areaId, pos);
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GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FIELD_TAP_2_1, pos);
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}
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protected override IEnumerator RunFieldOpening()
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{
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr($"se_field_{_str3DFieldNo}_appear_1", "se_field_" + _str3DFieldNo, 0f, 0L);
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m_FieldAnimatorDictionary["tapestry_a"].speed = 0.4f + Random.value * 0.2f;
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m_FieldAnimatorDictionary["tapestry_b"].speed = 0.4f + Random.value * 0.2f;
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_fieldParticleSystemDictionary["opening"].Play();
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_fieldParticleSystemDictionary["fog"].gameObject.SetActive(value: false);
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_fieldParticleSystemDictionary["candle"].gameObject.SetActive(value: false);
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m_RandomActionTime = 20f;
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_battleCamera.Camera.transform.localPosition = new Vector3(2550f, -830f, -200f);
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_battleCamera.Camera.transform.localRotation = Quaternion.Euler(new Vector3(-19f, -90f, 90f));
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Vector3[] bezierQuad = MotionUtils.GetBezierQuad(new Vector3(2550f, -830f, -200f), new Vector3(840f, -250f, -200f), new Vector3(-240f, -190f, -70f), 10);
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iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("path", bezierQuad, "movetopath", false, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
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iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", new Vector3(-37f, -117f, 107f), "time", 1f, "delay", 1f, "islocal", true, "easetype", iTween.EaseType.easeInOutQuad));
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yield return new WaitForSeconds(0.6f);
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m_FieldAnimatorDictionary["grate"].SetTrigger("Open");
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_fieldParticleSystemDictionary["candle"].gameObject.SetActive(value: true);
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yield return new WaitForSeconds(1.4f);
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_CAMERA_ZOOM_OUT);
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m_FieldAnimatorDictionary["grate"].SetTrigger("Close");
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_fieldParticleSystemDictionary["fog"].gameObject.SetActive(value: true);
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iTween.MoveTo(_battleCamera.Camera.gameObject, iTween.Hash("position", _battleCamera.BattleCameraPos, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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iTween.RotateTo(_battleCamera.Camera.gameObject, iTween.Hash("rotation", _battleCamera.BattleCameraRot, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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yield return new WaitForSeconds(0f);
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}
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protected override IEnumerator RunFieldGimic(GameObject obj)
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{
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string tag = obj.tag;
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if (tag != null && tag == "FieldGimic1" && _gimicCntDictionary[obj.tag] == 0)
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{
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_gimicCntDictionary[obj.tag]++;
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int num = Random.Range(1, 3);
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr($"se_field_{_str3DFieldNo}_gim_{num}", "se_field_" + _str3DFieldNo, 0f, 0L);
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switch (num)
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{
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case 1:
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[0], "se_field_" + _str3DFieldNo, 0f, 0L);
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[1], "se_field_" + _str3DFieldNo, 0f, 0L);
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[2], "se_field_" + _str3DFieldNo, 0f, 0L);
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m_FieldAnimatorDictionary["coffin"].SetTrigger("Open");
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m_FieldAnimatorDictionary["sword"].SetTrigger("Open");
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_fieldParticleSystemDictionary["coffin_open"].Play();
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yield return new WaitForSeconds(1.5f);
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_fieldParticleSystemDictionary["coffin_gimic_1"].Play();
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yield return new WaitForSeconds(2.5f);
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[4], "se_field_" + _str3DFieldNo, 0f, 0L);
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m_FieldAnimatorDictionary["coffin"].SetTrigger("Close");
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yield return new WaitForSeconds(1f);
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m_FieldAnimatorDictionary["sword"].SetTrigger("Close");
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yield return new WaitForSeconds(1f);
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[6], "se_field_" + _str3DFieldNo, 0f, 0L);
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_fieldParticleSystemDictionary["coffin_close"].Play();
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yield return new WaitForSeconds(1f);
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break;
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case 2:
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m_FieldAnimatorDictionary["coffin"].SetTrigger("Act");
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m_FieldAnimatorDictionary["sword"].SetTrigger("Act");
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yield return new WaitForSeconds(0.5f);
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break;
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}
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GameMgr.GetIns().GetSoundMgr().PlaySeByStr(GimicAudioList[5], "se_field_" + _str3DFieldNo, 0f, 0L);
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_gimicCntDictionary[obj.tag] = 0;
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}
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}
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protected override IEnumerator RunFieldShake()
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{
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m_FieldAnimatorDictionary["chain_a"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["chain_b"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["chain_c"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["chain_d"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["chain_e"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["chain_a"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["chain_b"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["chain_c"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["chain_d"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["chain_e"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["tapestry_a"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["tapestry_b"].speed = 0.8f + Random.value * 0.4f;
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m_FieldAnimatorDictionary["tapestry_a"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["tapestry_b"].SetTrigger("Shake");
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if (_gimicCntDictionary["FieldGimic1"] == 0)
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{
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m_FieldAnimatorDictionary["coffin"].SetTrigger("Shake");
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m_FieldAnimatorDictionary["sword"].SetTrigger("Shake");
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}
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yield return new WaitForSeconds(3f);
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m_FieldAnimatorDictionary["tapestry_a"].speed = 0.4f + Random.value * 0.2f;
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m_FieldAnimatorDictionary["tapestry_b"].speed = 0.4f + Random.value * 0.2f;
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yield return new WaitForSeconds(0f);
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}
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public override void UpdateFieldRandom()
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{
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if (IsFieldRandom)
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{
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m_RandomActionTime -= Time.deltaTime;
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if (m_RandomActionTime <= 0f)
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{
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m_FieldAnimatorDictionary["tapestry_a"].SetTrigger("LoopRandom");
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m_FieldAnimatorDictionary["tapestry_b"].SetTrigger("LoopRandom");
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m_RandomActionTime = Random.value * 20f + 20f;
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}
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}
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}
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}
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