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:
@@ -6,21 +6,6 @@ namespace Wizard;
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public class CardListTemplate : MonoBehaviour
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{
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public static readonly Color NORMAL_COLOR_COST_LABEL_OUTLINE = new Color32(20, 71, 0, byte.MaxValue);
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public static readonly Color DARK_COLOR_COST_LABEL_OUTLINE = new Color32(7, 24, 0, byte.MaxValue);
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public static readonly Color NORMAL_COLOR_ATK_LABEL_OUTLINE = new Color32(0, 16, 96, byte.MaxValue);
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public static readonly Color DARK_COLOR_ATK_LABEL_OUTLINE = new Color32(0, 5, 32, byte.MaxValue);
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public static readonly Color NORMAL_COLOR_LIFE_LABEL_OUTLINE = new Color32(88, 0, 0, byte.MaxValue);
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public static readonly Color DARK_COLOR_LIFE_LABEL_OUTLINE = new Color32(29, 0, 0, byte.MaxValue);
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public static readonly Color NORMAL_COLOR_PREMIRE_CARD_NAME_OUTLINE = new Color32(92, 56, 3, byte.MaxValue);
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public static readonly Color DARK_COLOR_PREMIRE_CARD_NAME_OUTLINE = new Color32(31, 19, 1, byte.MaxValue);
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public static readonly Color RED_COLOR_NAME = new Color32(215, 142, 153, byte.MaxValue);
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@@ -28,32 +13,6 @@ public class CardListTemplate : MonoBehaviour
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public static readonly Color RED_COLOR_EFFECT = new Color32(121, 0, 41, byte.MaxValue);
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private const string SHADER_NAME_DEFAULT = "Unlit/Transparent Colored";
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private const string SHADER_NAME_GRAY = "Wizard/Card/GrayOut";
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private const string SHADER_NAME_RED = "Wizard/Card/RedOut";
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private const string SHADER_NAME_GRAY_SPRITE = "Wizard/Card/GrayOutSprite";
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private const string SHADER_NAME_RED_SPRITE = "Wizard/Card/RedOutSprite";
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private const string SPRITE_NORMAL_SHADER = "Unlit/JongTransparent Colored";
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private const string FRAME_SPRITE_NAME_FORMAT_FOLLOWER = "frame_card_unit_{0:D2}{1}";
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private const string FRAME_SPRITE_NAME_FORMAT_SPELL = "frame_card_spell_{0:D2}{1}";
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private const string FRAME_SPRITE_NAME_FORMAT_AMULET = "frame_card_field_{0:D2}{1}";
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private const string FRAME_SPRITE_NAME_SUFFIX_PHANTOM = "_phantom";
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private const string FRAME_SKILL_NAME = "frame_skill";
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public const string SPOT_CARD_COLOR_TEXT = "[fcd24a]";
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public const string SPOT_CARD_TEXT_FORMAT = "{0}[fcd24a]+{1}";
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[SerializeField]
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private GameObject _numRoot;
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@@ -102,9 +61,6 @@ public class CardListTemplate : MonoBehaviour
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[SerializeField]
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private GameObject _infoRoot;
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[SerializeField]
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private UILabel _infoLabel;
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private int _id;
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private int _num;
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@@ -171,11 +127,6 @@ public class CardListTemplate : MonoBehaviour
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_id = id;
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}
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public int GetId()
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{
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return _id;
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}
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public void SetNum(int num, int spotCardNum = 0)
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{
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_num = num;
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@@ -186,7 +137,7 @@ public class CardListTemplate : MonoBehaviour
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normalNumLabel.text = text2;
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if (!_isHidingNum && _isFaceUp)
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{
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if (_isShowingNormalNum || !GameMgr.GetIns().GetDataMgr().FavoriteCardList.Contains(_id))
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if (_isShowingNormalNum /* Pre-Phase-5b: no favorites headless */)
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{
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_normalNumRoot.SetActive(value: true);
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_favoriteNumRoot.SetActive(value: false);
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@@ -222,15 +173,6 @@ public class CardListTemplate : MonoBehaviour
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_favoriteNumRoot.SetActive(value: false);
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}
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public void HideLabelsForBossRushSkill()
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{
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_nameLabel.gameObject.SetActive(value: false);
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_atkLabel.gameObject.SetActive(value: false);
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_lifeLabel.gameObject.SetActive(value: false);
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_costLabel.gameObject.SetActive(value: false);
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_newLabel.gameObject.SetActive(value: false);
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}
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public void ChangeShowNumType(bool isNormal)
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{
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_isShowingNormalNum = isNormal;
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@@ -260,36 +202,6 @@ public class CardListTemplate : MonoBehaviour
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_favoriteNumRoot.SetActive(value: false);
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}
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private void RemoveDuplicatedCardMaterial()
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{
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if (_duplicatedCardMaterial != null)
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{
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Object.Destroy(_duplicatedCardMaterial);
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_duplicatedCardMaterial = null;
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}
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}
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private void OnDestroy()
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{
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RemoveDuplicatedCardMaterial();
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}
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public void AttachCardTexture(Texture texture)
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{
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_cardTexture.mainTexture = texture;
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if (_cardTexture.material != null)
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{
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if (_duplicatedCardMaterial == null)
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{
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_duplicatedCardMaterial = new Material(_cardTexture.material);
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}
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_duplicatedCardMaterial.mainTexture = texture;
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_cardTexture.material = _duplicatedCardMaterial;
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}
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_cardTexture.enabled = false;
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_cardTexture.enabled = true;
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}
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public void AttachNormalShaderRotationOnlyIcon()
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{
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_rotationOnlyIcon.SetShader(_spriteNormalShader);
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@@ -429,16 +341,6 @@ public class CardListTemplate : MonoBehaviour
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_infoRoot.SetActive(visible);
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}
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public void SetInfoLabelText(string text)
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{
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_infoLabel.text = text;
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}
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public void SetInfoLabelTextColor(Color color)
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{
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_infoLabel.color = color;
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}
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public void SetFrame(CardParameter cardParam)
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{
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string arg = string.Empty;
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@@ -466,30 +368,6 @@ public class CardListTemplate : MonoBehaviour
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UIManager.GetInstance().AttachAtlas(_frameSprite.gameObject);
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}
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public void SetBossRushSkillFrame()
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{
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UIAtlas atlas = UIManager.GetInstance().GetAtlasList().FirstOrDefault((UIAtlas s) => s.name == "BossRush");
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_frameSprite.spriteName = "frame_skill";
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_frameSprite.atlas = atlas;
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_classIconTexture.gameObject.SetActive(value: false);
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CardParameter cardParameterFromId = CardMaster.GetInstance(CardMaster.CardMasterId.Default).GetCardParameterFromId(_id);
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_skillClassIconBossRush.atlas = atlas;
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_skillClassIconBossRush.spriteName = "class_skill_" + ((int)cardParameterFromId.Clan).ToString("00");
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_skillClassIconBossRush.gameObject.SetActive(value: true);
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}
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public void SetBossRushIconSprite(string spriteName)
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{
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_skillClassIconBossRush.spriteName = spriteName;
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}
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public void SetBossRushCardTexture()
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{
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_cardTexture.uvRect = new Rect(0f, 0f, 1f, 1f);
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_cardTexture.height = 207;
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_cardTexture.transform.localPosition = new Vector3(_cardTexture.transform.localPosition.x, -10.5f, _cardTexture.transform.localPosition.z);
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}
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public void SetParentAndResetPos(Transform parent)
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{
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base.transform.parent = parent;
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@@ -520,24 +398,4 @@ public class CardListTemplate : MonoBehaviour
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obj.AddComponent<BoxCollider>().size = _frameSprite.localSize * scale;
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return UIEventListener.Get(obj);
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}
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public void HideNewLabel()
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{
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_newLabel.gameObject.SetActive(value: false);
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}
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public void SetNewLabelPos(Vector3 pos)
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{
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_newLabel.transform.localPosition = pos;
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}
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public void ReplaceMaterialToTexture()
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{
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Material material = _cardTexture.material;
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if (material != null)
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{
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_cardTexture.mainTexture = material.mainTexture;
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_cardTexture.material = null;
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}
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}
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}
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