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:
@@ -1,21 +0,0 @@
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namespace Wizard.Battle.View.Vfx;
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public class NotEmptyNullVfx : VfxBase
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{
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private static NotEmptyNullVfx _instance;
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public override bool IsEnd => true;
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public static NotEmptyNullVfx GetInstance()
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{
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if (_instance == null)
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{
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_instance = new NotEmptyNullVfx();
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}
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return _instance;
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}
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protected NotEmptyNullVfx()
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{
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}
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}
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@@ -1,236 +0,0 @@
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using UnityEngine;
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namespace Wizard.Battle.View.Vfx;
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public class NullCardVfxCreator : ICardVfxCreator
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{
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private static NullCardVfxCreator m_instance;
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public static NullCardVfxCreator GetInstance()
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{
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if (m_instance == null)
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{
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m_instance = new NullCardVfxCreator();
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}
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return m_instance;
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}
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private NullCardVfxCreator()
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{
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}
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public VfxBase CreateDraw(Vector3 pos, bool isCardRare)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreatePick()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxBase CreateGeton(Transform vehicleCardTrans, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead, bool isEvolve, bool skipWait)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateGuardStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateGuardStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateKillerStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateKillerStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateProtectionStart(ProtectionColorType tyep)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateProtectionStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateNotBeAttackedStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateNotBeAttackedStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateUntouchableStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateUntouchableStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateSneakStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateSneakStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateForceCantAttackStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateForceCantAttackStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDrainStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDrainStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttackFloatUp()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateMoving(Vector3 pos)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage)
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{
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return NotEmptyNullVfx.GetInstance();
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}
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public VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateMaskCardInPlay()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateReflectionStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateReflectionStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateHeavenlyAegisStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateHeavenlyAegisStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect)
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{
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return NullVfx.GetInstance();
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}
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}
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@@ -1,4 +1,8 @@
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using System.Collections.Generic;
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// TODO(engine-cleanup-pass2): 4 of 7 methods unrun in baseline
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// Type: Wizard.Battle.View.Vfx.NullVfxWithLoading
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View.Vfx;
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@@ -1,4 +1,8 @@
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using System;
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// TODO(engine-cleanup-pass2): 4 of 6 methods unrun in baseline
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// Type: Wizard.Battle.View.Vfx.VfxResultEventExtension
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View.Vfx;
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