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:
@@ -6,24 +6,6 @@ using Wizard.RoomMatch;
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public class TopBar : MonoBehaviour
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{
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private const int TITLE_SIZE_MIN = 294;
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private const int TITLE_SIZE_MAX = 504;
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private const int TITLE_SIZE_MAX_WIDEMODE = 543;
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private const int TITLE_BORDER_ZENKAKU = 9;
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private const int TITLE_BORDER_HANKAKU = 16;
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private const int TITLE_TEXT_SIZE_ZENKAKU = 30;
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private const int TITLE_TEXT_SIZE_HANKAKU = 15;
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private const int TITLE_SIZE_LABEL_OFFSET = -30;
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[SerializeField]
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private UIPanel _panel;
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[SerializeField]
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public GameObject TitleObject;
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@@ -34,51 +16,21 @@ public class TopBar : MonoBehaviour
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[SerializeField]
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public UIButton BuyCrystalButton;
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[SerializeField]
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public GameObject NameWindowBg;
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[SerializeField]
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public UILabel NameLabel;
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[SerializeField]
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private UILabel BattlePointLabel;
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[SerializeField]
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private UILabel BattlePointTitleLabel;
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[SerializeField]
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public UITexture RankTexture;
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[SerializeField]
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public UITexture EmblemTexture;
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[SerializeField]
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public UIButton BackButton;
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[SerializeField]
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public UILabel BackButtonLabel;
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[SerializeField]
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private UILabelGradientOverwriter _backLabelGradientOverwriter;
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[SerializeField]
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private UILabelEffectOverwriter _backLabelEffectOverwriter;
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[SerializeField]
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private UILabel BackButtonTitleLabel;
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[SerializeField]
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private UISprite _backButtonTitleLabelBG;
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[SerializeField]
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public UILabel RupyLabel;
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[SerializeField]
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public UILabel CrystalLabel;
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[SerializeField]
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private Collider _titleSpriteCollider;
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private Vector3 _firstPositionBack;
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private Vector3 _firstPositionTitle;
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@@ -87,40 +39,10 @@ public class TopBar : MonoBehaviour
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private bool _isWideMode;
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public UILabel rupyLabel => RupyLabel;
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public UILabel crystalLabel => CrystalLabel;
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public static TopBar Create(NguiObjs prefab, GameObject obj, string titleMsg, bool MoneyDraw = true, bool isWideMode = false)
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{
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if (GameMgr.GetIns() == null)
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{
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return null;
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}
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NguiObjs nguiObjs = UnityEngine.Object.Instantiate(prefab);
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TopBar component = nguiObjs.GetComponent<TopBar>();
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nguiObjs.transform.parent = obj.transform;
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nguiObjs.transform.localPosition = new Vector3(0f, 0f, 0f);
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nguiObjs.transform.localScale = new Vector3(1f, 1f, 1f);
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component._isWideMode = isWideMode;
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nguiObjs.objs[1].SetActive(titleMsg != null);
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component.SetTitleLabel(titleMsg);
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component.rupyLabel.text = PlayerStaticData.UserRupyCount.ToString();
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component.crystalLabel.text = PlayerStaticData.UserCrystalCount.ToString();
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component.BackButtonLabel.text = Data.SystemText.Get("Common_0137");
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component._titleSpriteCollider.enabled = false;
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component.BackButton.onClick.Clear();
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UIManager.SetObjectToGrey(component.BuyCrystalButton.gameObject, b: true);
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if (!MoneyDraw)
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{
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nguiObjs.objs[0].gameObject.SetActive(value: false);
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}
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return component;
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}
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public void SetBackButtonEnable(bool enable)
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{
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GameMgr.GetIns().GetInputMgr().isBackKeyEnable = enable;
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// Pre-Phase-5b: also flipped GameMgr's InputMgr back-key flag. Headless has no
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// InputMgr; the button toggle below is the only observable effect.
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BackButton.enabled = enable;
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UIManager.SetObjectToGrey(BackButton.gameObject, !enable);
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}
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@@ -140,7 +62,7 @@ public class TopBar : MonoBehaviour
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{
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if (backScene == UIManager.ViewScene.None)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL_TRANS);
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uibase.PushTurnButton();
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}
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else
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@@ -152,7 +74,7 @@ public class TopBar : MonoBehaviour
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}
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else
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL_TRANS);
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UIManager.GetInstance().ChangeViewScene(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene], UIManager.GetInstance().GetLastSceneChangeParam(uibase.getBackScene()));
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}
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}
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@@ -173,61 +95,6 @@ public class TopBar : MonoBehaviour
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_firstPositionName = NameWindowObject.transform.localPosition;
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}
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private void OnDestroy()
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{
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UIManager.GetInstance().m_CrystalLabelList.Remove(CrystalLabel);
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UIManager.GetInstance().m_RupyLabelList.Remove(RupyLabel);
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}
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public void SetPanelDepth(int depth)
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{
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_panel.depth = depth;
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}
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public void SetSortingOrder(int sortingOrder)
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{
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_panel.sortingOrder = sortingOrder;
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}
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public void SetBackButtonActive(bool inActive)
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{
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BackButton.gameObject.SetActive(inActive);
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TitleObject.SetActive(inActive);
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}
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public void ChangeNameWindowMode()
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{
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NameWindowObject.SetActive(value: true);
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BackButton.gameObject.SetActive(value: false);
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TitleObject.SetActive(value: false);
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}
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public void SetBattlePoint(int inBattlePoint, bool inIsMaster)
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{
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BattlePointLabel.text = inBattlePoint.ToString();
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if (inIsMaster)
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{
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BattlePointTitleLabel.text = Data.SystemText.Get("Common_0151");
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}
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else
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{
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BattlePointTitleLabel.text = Data.SystemText.Get("Common_0150");
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}
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}
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public void SetActiveBattlePoint(bool isActive)
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{
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BattlePointLabel.gameObject.SetActive(isActive);
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BattlePointTitleLabel.gameObject.SetActive(isActive);
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}
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public void RestorePosition()
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{
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BackButton.transform.localPosition = _firstPositionBack;
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TitleObject.transform.localPosition = _firstPositionTitle;
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NameWindowObject.transform.localPosition = _firstPositionName;
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}
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public void SetTitleLabel(string text, bool isWideMode)
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{
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_isWideMode = isWideMode;
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@@ -275,38 +142,10 @@ public class TopBar : MonoBehaviour
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OverwriteBackLabelGradient(gradientTopColorId, gradientBottomColorId);
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}
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public void CancelOverwriteBackLabelColors()
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{
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CancelOverwriteBackLabelGradient();
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}
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private void OverwriteBackLabelGradient(eColorCodeId topColorId, eColorCodeId bottomColorId)
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{
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_backLabelGradientOverwriter.enabled = true;
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_backLabelGradientOverwriter.GradientTopColorId = topColorId;
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_backLabelGradientOverwriter.GradientBottomColorId = bottomColorId;
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}
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private void CancelOverwriteBackLabelGradient()
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{
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_backLabelGradientOverwriter.enabled = false;
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}
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public void OverwriteBackLabelEffect(UILabel.Effect style, eColorCodeId colorId, Vector2 distance)
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{
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_backLabelEffectOverwriter.enabled = true;
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_backLabelEffectOverwriter.EffectStyle = style;
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_backLabelEffectOverwriter.EffectColorId = colorId;
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_backLabelEffectOverwriter.EffectDistance = distance;
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}
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public void CancelOverwriteBackLabelEffect()
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{
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_backLabelEffectOverwriter.enabled = false;
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}
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public void SetTitleSpriteColliderEnabled(bool enabled)
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{
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_titleSpriteCollider.enabled = enabled;
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}
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}
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