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:
@@ -19,9 +19,7 @@ public class ClassCharaPrm
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positive_2,
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negative_2,
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extra_2,
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extra_3,
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negative_2_a,
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damege_a,
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extra_1_a,
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extra_1_b,
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extra_1_c,
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@@ -43,17 +41,7 @@ public class ClassCharaPrm
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public enum FaceType
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{
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skin_01 = 1,
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skin_02,
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skin_03,
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skin_04,
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skin_05,
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skin_06,
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skin_07,
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skin_08,
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skin_09,
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skin_10
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}
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skin_01 = 1 }
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public enum EmotionType
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{
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@@ -64,30 +52,10 @@ public class ClassCharaPrm
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PRAISE,
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SURPRISE,
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CONFUSE,
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WORRY,
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PROVOCATION,
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EXTRA1,
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EXTRA2,
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EXTRA3,
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BATTLESTART_DIFF,
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BATTLESTART_SAME,
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WIN,
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LOSE,
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SURRENDER_LOSE,
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EVOLUTION_1,
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EVOLUTION_2,
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EVOLUTION_3,
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DAMAGE_S_1,
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DAMAGE_S_2,
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DAMAGE_S_3,
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DAMAGE_L_1,
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DAMAGE_L_2,
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IDLE_1,
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IDLE_2,
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IDLE_3,
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SELECT,
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STORY_LOSE,
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LEADER_SELECT,
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NEGOTIATION_1,
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NEGOTIATION_2,
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NEGOTIATION_3,
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@@ -140,19 +108,13 @@ public class ClassCharaPrm
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private int ClassCharaLv;
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private int ClassCharaExp;
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private int ClassCharaBattleCount;
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private int ClassCharaWin;
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public ClassCharacterMasterData DefaultCharaData => GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_defaultCharaId);
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public ClassCharacterMasterData DefaultCharaData => null /* Pre-Phase-5b: headless has no chara master; DefaultCharaData surface preserved for typing */;
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public ClassCharacterMasterData CurrentCharaData
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{
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get
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{
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ClassCharacterMasterData classCharacterMasterData = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_currentCharaId);
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ClassCharacterMasterData classCharacterMasterData = null; // Pre-Phase-5b: headless has no chara master
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if (classCharacterMasterData == null)
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{
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classCharacterMasterData = DefaultCharaData;
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@@ -165,94 +127,11 @@ public class ClassCharaPrm
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public List<int> LeaderSkinIdList { get; private set; } = new List<int>();
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public string EmoteNameGreet { get; set; }
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public string TextIdGreet { get; set; }
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public string VoiceIdGreet { get; set; }
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public string EmoteNameThank { get; set; }
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public string TextIdThank { get; set; }
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public string VoiceIdThank { get; set; }
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public string EmoteNameApology { get; set; }
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public string TextIdApology { get; set; }
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public string VoiceIdApology { get; set; }
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public string EmoteNamePraise { get; set; }
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public string TextIdPraise { get; set; }
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public string VoiceIdPraise { get; set; }
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public string EmoteNameSurprise { get; set; }
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public string TextIdSurprise { get; set; }
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public string VoiceIdSurprise { get; set; }
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public string EmoteNameConfuse { get; set; }
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public string TextIdConfuse { get; set; }
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public string VoiceIdConfuse { get; set; }
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public string EmoteNameWorry { get; set; }
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public string TextIdWorry { get; set; }
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public string VoiceIdWorry { get; set; }
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public string EmoteNameProvocation { get; set; }
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public string TextIdProvocation { get; set; }
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public string VoiceIdProvocation { get; set; }
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public void SetDefaultCharaId(int charaId)
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{
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_defaultCharaId = charaId;
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}
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public void SetCurrentCharaId(int charaId)
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{
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_currentCharaId = charaId;
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}
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public void SetClassCharaLv(int classlv)
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{
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ClassCharaLv = classlv;
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}
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public void SetClassCharaExp(int classexp)
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{
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ClassCharaExp = classexp;
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}
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public void SetClassCharaBattleCount(int classbattlecnt)
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{
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ClassCharaBattleCount = classbattlecnt;
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}
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public void AddClassCharaBattleCount()
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{
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ClassCharaBattleCount++;
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}
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public void SetClassCharaWin(int classwin)
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{
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ClassCharaWin = classwin;
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}
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public void AddClassCharaWin()
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{
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ClassCharaWin++;
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}
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public void SetLeaderRandomSkinIdList(JsonData skinIdList)
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{
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LeaderSkinIdList.Clear();
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@@ -267,21 +146,6 @@ public class ClassCharaPrm
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return ClassCharaLv;
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}
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public int GetClassCharaExp()
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{
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return ClassCharaExp;
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}
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public int GetClassCharaBattleCount()
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{
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return ClassCharaBattleCount;
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}
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public int GetClassCharaWin()
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{
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return ClassCharaWin;
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}
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public static Texture GetClassIconTexture(int clan_id)
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{
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return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
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@@ -302,12 +166,6 @@ public class ClassCharaPrm
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return "icon_class_color_" + num.ToString("00");
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}
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public static string GetLargeIconSpriteName(CardBasePrm.ClanType inClassId)
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{
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int num = (int)inClassId;
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return "icon_class_color_large_" + num.ToString("00");
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}
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public static string GetNameText(CardBasePrm.ClanType inClassId)
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{
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return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
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@@ -319,14 +177,4 @@ public class ClassCharaPrm
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inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
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inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
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}
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public void SetParamWithUserClassJson(JsonData classJson)
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{
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IsRandomLeaderSkin = classJson["is_random_leader_skin"].ToBoolean();
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SetClassCharaLv(classJson["level"].ToInt());
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SetClassCharaExp(classJson["exp"].ToInt());
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SetCurrentCharaId(classJson["leader_skin_id"].ToInt());
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SetDefaultCharaId(classJson["default_leader_skin_id"].ToInt());
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SetLeaderRandomSkinIdList(classJson["leader_skin_id_list"]);
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}
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}
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