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:
@@ -16,10 +16,7 @@ public partial class UIManager
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public enum ViewScene
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{
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None,
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Splash,
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Title,
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MyPage,
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CommonBackGround,
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Battle,
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Room,
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RankMatch,
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@@ -28,156 +25,45 @@ public partial class UIManager
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StorySelectionWorld,
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AreaSelect,
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StoryChapterSelectionFlowChart,
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Scenario,
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Scenario2,
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Prologue,
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Ending,
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QuestSelectionPage,
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PracticePuzzle,
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DeckList,
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DeckCardEdit,
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CardAllList,
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CardDestruct,
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TwoPick,
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Sealed,
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SealedCardPackOpen,
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SealedDeckEdit,
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Convention,
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Colosseum,
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Gacha,
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BuildDeckPurchasePage,
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CardSleevePurchasePage,
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ClassSkinPurchasePage,
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Profile,
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Ranking,
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Mission,
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Mail,
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BattlePass,
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Tutorial1,
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Tutorial2,
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Tutorial3,
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StoryTutorialElf,
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StoryTutorialRoyal,
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StoryTutorialWitch,
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StoryTutorialDragon,
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StoryTutorialNecromancer,
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StoryTutorialVampire,
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StoryTutorialBishop,
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StoryTutorialNemesis,
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Guild,
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Friend,
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LoginBonus,
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LotteryPage,
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BeginnerMission,
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FreePackCampaign,
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Gathering,
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Competition2Pick,
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CompetitionLobby,
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BossRushLobby,
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RedEtherCampaignLobby,
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Bingo,
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CrossoverPortal,
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NeutralPopularityVote,
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LeaderPopularityVote,
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Max
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}
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public const int FLICK_LOWER_LIMIT_X = 50;
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private Footer prefabFooter;
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private Footer m_Footer;
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private UIAtlasManager _atlasManager;
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private GameObject m_myPageUICameraObj;
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private DialogBase dialogOriginalClose;
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private NguiObjs dialogInputOriginalClose;
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private DrumrollDialog _dialogDrumrollOriginal;
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private GameObject roomIdInputObj;
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private GameObject frontLayer;
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private GameObject SystemLayer;
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private Camera frontCamera;
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private LoadingBase LoadingInDownLoad;
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private LoadingInScene lodingInScene;
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private LoadingInScene lodingInSceneCenter;
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private LoadingInScene lodingInSceneMatching;
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private LoadingInScene lodingInSceneBattle;
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private LoadingInScene notNetwork;
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private GameObject LoadingLayer;
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private GameObject NotTouchOriginal;
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private GameObject NotTouch;
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private FadeManager feadOriginal;
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private FadeManager nowFadeObj;
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private GameObject MyPageLayer;
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LeaderPopularityVote }
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public UIRoot UIManagerRoot;
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public Transform UIRootLoadingTransform;
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public Camera UIRootLoadingCamera;
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private UIRoot _UIRootSystem;
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private GameObject _support;
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private DialogReportToManagement _reportToManagementDialogParts;
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private RewardBase _rewardBase;
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public GameObject _lotteryApplyPrefab;
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private RankWinnerReward _rankWinnerReward;
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private GameObject _preventTouchCollider;
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public UpdateSocialAccountTask _updateSocialAccountTask;
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private UIBase_CardManager uiCardManager;
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private NguiObjs OriginalTopBar;
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public IList<UILabel> m_CrystalLabelList;
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public IList<UILabel> m_RupyLabelList;
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public Dictionary<ViewScene, UIBase> BackSceneDict;
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public Dictionary<ViewScene, ChangeViewSceneParam> TopBarBackParameterDict;
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private GameObject FirstTipsPrefab;
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private GameObject FirstTipsObject;
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private GameObject VideoHostingSettingRootPrefab;
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private GameObject VideoHostingHUDPrefab;
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private VideoHostingHUD VideoHostingHUDObject;
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private GameObject _homeDialogPrefab;
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private GameObject _legendCrystalBuyDialogPrefab;
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private WindowResize _windowResize;
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private GameObject[] RootObjects;
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private Transform creatSceneUIPoint;
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private IDictionary<ViewScene, UIBase> UIBaseList;
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private ViewScene nowScene;
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public DeckCreateMenuUI _deckCreateMenuOriginal;
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private SwitchLanguage _switchLanguageOriginal;
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private SettingBase settingBaseOriginal;
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private SettingBase _optionSettingPrefab;
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private SettingFirstBattle _firstSettingOriginal;
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private BuyCrystal buyCrystalOriginal;
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private AccountBase accountBaseOriginal;
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private FriendBase friendBaseOriginal;
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private GameObject replayDialogPrefab;
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private int m_LockCountOnChangeView;
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private Action m_OnFinishChangeView;
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private List<UnityEngine.Object[]> assetBundleDatas;
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public bool isErrorProc;
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public bool isRetryProc;
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public bool isNoAvailMemory;
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private bool _isCreateAssetFileErrorDialog;
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private bool _isAssetErrorDialogUse;
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public const string YELLOW_COLOR = "[ffca45]";
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public const string WHITE_COLOR = "[ffffff]";
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public const int CHARALIMIT_INPUT_USERNAME = 24;
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public const int CHARALIMIT_INPUT_DECKNAME = 30;
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public const int CHARALIMIT_INPUT_TRANSITIONCODE = 16;
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public const int CHARALIMIT_INPUT_ACCOUNT = 0;
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public const int CHARALIMIT_INPUT_DECKCODE = 16;
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public const int CHARALIMIT_FIX_USERNAME = 12;
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public const int CHARALIMIT_FIX_DECKNAME = 24;
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public const int CHARALIMIT_FIX_TRANSITIONCODE = 16;
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public const int CHARALIMIT_FIX_ACCOUNT = 0;
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public const int CHARALIMIT_FIX_DECKCODE = 16;
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public const UIInput.KeyboardType KEYBOARD_USERNAME = UIInput.KeyboardType.Default;
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public const UIInput.KeyboardType KEYBOARD_DECKNAME = UIInput.KeyboardType.Default;
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public const UIInput.KeyboardType KEYBOARD_DECKCODE = UIInput.KeyboardType.EmailAddress;
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public const UIInput.KeyboardType KEYBOARD_TRANSITIONCODE = UIInput.KeyboardType.EmailAddress;
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public const UIInput.KeyboardType KEYBOARD_ACCOUNT = UIInput.KeyboardType.EmailAddress;
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private const float FLICK_THRESHOLD = 50f;
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private const float TOUCH_INVALID_TIME = 1f;
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private const int URL_DIALOG_DEPTH = 3000;
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private const float CHANGEVIEWSCENE_WAITTIME = 0.5f;
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private Dictionary<ViewScene, object> _sceneParam;
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public Footer _Footer { get; set; }
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public DialogManager DialogManager { get; set; }
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public ApplicationFinishManager ApplicationFinishManager { get; set; }
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public GameObject MyPageUICameraObj { get; set; }
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public DialogBase DialogPrefab { get; set; }
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public NguiObjs TextInputDialogPrefab { get; set; }
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public DrumrollDialog DrumrollDialogPrefab { get; set; }
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public DialogBase NowOpenDialog { get; set; }
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@@ -185,66 +71,20 @@ public partial class UIManager
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public Camera FrontCamera { get; set; }
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public int FrontCameraPixelWidth { get; set; }
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public int FrontCameraPixelHeight { get; set; }
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public GameObject FrontLayerObject { get; set; }
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public GameObject SystemLayerObject { get; set; }
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public GameObject LoadingLayerObject { get; set; }
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public LoadingBase LoadingInDownLoadPrefab { get; set; }
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public LoadingInScene LoadingInScenePrefab { get; set; }
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public LoadingInScene LoadingInSceneCenterPrefab { get; set; }
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public LoadingInScene LoadingInSceneMatchingPrefab { get; set; }
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public LoadingInScene LoadingInSceneBattlePrefab { get; set; }
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public LoadingInScene LoadingForNetworkOfflinePrefab { get; set; }
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public UIRoot UIRootSystem { get; set; }
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public GameObject SupportDialogPrefab { get; set; }
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public DialogReportToManagement DialogReportToManagement { get; set; }
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public GameObject HomeDialogPrefab { get; set; }
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public GameObject LegendCrystalBuyDialogPrefab { get; set; }
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public bool IsCrystalDialogExe { get; set; }
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public bool ApplicationHasFocus { get; set; }
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public bool isBattleRecovery { get; set; }
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public bool IsRoomRecovery { get; set; }
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public WebViewHelper WebViewHelper { get; set; }
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public LoadingViewManager LoadingViewManager { get; set; }
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public bool IsTouchable { get; set; }
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public AccountTransferHelper AccountTransferHelper { get; set; }
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public SwitchLanguage SwitchLanguagePrefab { get; set; }
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public SettingBase SettingPrefab { get; set; }
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public SettingBase OptionSettingPrefab { get; set; }
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public SettingFirstBattle SettingFirstBattle { get; set; }
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public BuyCrystal BuyCrystalPrefab { get; set; }
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public AccountBase AccountBasePrefab { get; set; }
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public GameObject ReplayDialogPrefab { get; set; }
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public bool IsAutoCacheClearAfter { get; set; }
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public bool IsFadeIn { get; set; }
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public void DisposeFooterMenu() { }
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public bool IsNowOpenActiveDialog() => default!;
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public static void ApplicationQuit() { }
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private void Update() { }
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private void Awake() { }
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private void Start() { }
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private void OnDestroy() { }
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public Camera getCamera() => default!;
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private IEnumerator WaitUntilLoadComplete() => default!;
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public bool IsLocked() => default!;
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public void AssetBundleLoad(Action callback = null) { }
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public string GetSceneAssetPath(UIAtlasManager.AssetBundleNames assetname, string singlebundlename = "", bool isload = false) => default!;
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public void AssetBundleLeaveRemove(ViewScene inLeaveScene) { }
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public void AddResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
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public void RemoveResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
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private ViewScene GetFileResidentInMenu() => default!;
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public List<UIAtlas> GetAtlasList() => default!;
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public bool getAssetBundleEnd() => default!;
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public void setAssetBundleEnd(bool flag) { }
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private UIBase ViewOpen(ViewScene openScene, Action<GameObject> beforeOpening = null) => default!;
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private UIBase CreateView(ViewScene scene, Action<GameObject> beforeOpening = null) => default!;
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public void DestroyView(ViewScene scene) { }
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private void DestroyView(List<ViewScene> sceneList) { }
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public void DestroyViewAll() { }
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public bool isViewOpen(ViewScene scene) => default!;
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public void OffView(ViewScene scene) { }
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private void OffView(List<ViewScene> sceneList) { }
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public void OffViewAll() { }
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public void OffViewAllOutside(ViewScene scene) { }
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public UIBase GetUIBase(ViewScene scene) => default!;
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public T GetCurrentSceneParam<T>() where T : class => default!;
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public void OverrideSceneParam(ViewScene scene, object sceneParam) { }
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@@ -254,26 +94,17 @@ public partial class UIManager
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public void OnReadyViewScene(bool isFadein, Action onFinishChangeView = null, Action onFinishFadeIn = null) { }
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public void Force_Increment_LockCountChangeView() { }
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public void Force_Decrement_LockCountChangeView() { }
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public void Increment_LockCountChangeView() { }
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public void Decrement_LockCountChangeView() { }
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private IEnumerator ChangeViewScene_Main(ViewScene nextScene, ChangeViewSceneParam param) => default!;
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private IEnumerator ChangeViewScene_OnFinishWait(ViewScene nextScene, ChangeViewSceneParam param) => default!;
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public void UpdateFooterMenuTexture(ViewScene scene) { }
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public ViewScene GetCurrentScene() => default!;
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private void SetCurrentScene(ViewScene scene) { }
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public bool IsCurrentScene(ViewScene scene) => default!;
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public UIBase GetUiBaseOfCurrentScene() => default!;
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public void OpenNotTouch() { }
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public void offNotTouch() { }
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private void creatNotTouch() { }
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public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => default!;
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public DialogBase CreateConfirmationDialog(string message) => default!;
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public void dialogAllClear() { }
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public void ActiveChangeDialogAll(bool active) { }
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public void CloseNotLatestDialogAll() { }
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public bool CloseLatestDialog() => default!;
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public bool isOpenDialog() => default!;
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public bool isOpenLoading() => default!;
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public void createInSceneLoading(bool notBlack = false, bool notCollider = false, bool force = true, int playIndex = -1) { }
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public void closeInSceneLoading(bool force = true) { }
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public VfxBase CreateNowLoadingVfx(VfxBase loadResourcesVfx) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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@@ -281,23 +112,14 @@ public partial class UIManager
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public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
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public LoadingInScene createInSceneLoadingMatching(bool notBlack = false, bool notCollider = false) => default!;
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public LoadingInScene CloseInSceneLoadingMatching() => default!;
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public LoadingInScene createInSceneLoadingBattle(bool notBlack = false, bool notCollider = false) => default!;
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public LoadingInScene CloseInSceneLoadingBattle() => default!;
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public void createInSceneNotNetwork() { }
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public void closeInSceneNotNetwork() { }
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public void CreatFadeOpen(Action onFinishCallback = null) { }
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public void CreatFadeClose(Action onFinishCallback = null) { }
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public void CreatFadeBlack() { }
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public void CreatFadeObj() { }
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public bool isFading() => default!;
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public bool IsWizardSetupFinish() => default!;
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public IEnumerator CardLoadResident() => default!;
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public bool MyPageHomeCardLoadDeck(GameObject returnObj, DeckData deckData, int layer) => default!;
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public void CardLoadSelect(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, Action onFinish = null, bool isDefaultSleeve = false, CardMaster.CardMasterId cardMasterId = CardMaster.CardMasterId.Default) { }
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public void CardLoadGachaPack(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, int sleeveId = 3000011) { }
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public bool isCardCreatEnd() => default!;
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public List<UIBase_CardManager.CardObjData> getCardListObjs() => default!;
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public List<UIBase_CardManager.CardObjData> getSelectCardListObjs() => default!;
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public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
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// Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
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// exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
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@@ -306,40 +128,21 @@ public partial class UIManager
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public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
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public void setBackScene(GameObject obj, ViewScene backScene) { }
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public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
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public void SetBackButtonParameter(ChangeViewSceneParam in_Param) { }
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public void RemoveNowSceneBackButtonParameter() { }
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public void UpDateCrystalNum() { }
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public void UpDateRupyNum() { }
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public void UpdateLastRupyNum(int num) { }
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public RankWinnerReward createRankWinnerReward() => default!;
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public void ShowFooterMenu(bool isShow) { }
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private bool IsShowMyPageSubOther() => default!;
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public static void SetObjectToGrey(GameObject o, bool b, Color? enableTextColor = null, Dictionary<Color32, AllLabelColorChanger.ColorSet> changeColorDict = null) { }
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public void CommonRetry() { }
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public void CommonResetGame() { }
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public FirstTips CheckFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0) => default!;
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public FirstTips StartFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
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public FirstTips StartFirstTips(IEnumerable<FirstTips.TipsType> tipsTypes, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
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public bool IsActiveFirstTips() => default!;
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public IEnumerator FirstTipsStart(int startPage = 0) => default!;
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public void CreateVideoHostingHUD(VideoHostingHUD.HUDMode mode) { }
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public void DestroyVideoHostingHUD() { }
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public VideoHostingHUD GetVideoHostingHUD() => default!;
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public DialogBase CreateVideoHostingSettingRoot() => default!;
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public void SetLayerRecursive(Transform parentObj, int layer) { }
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public void SetDeviceOrientation() { }
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private IEnumerator SetDeviceOrientationFromBackGround() => default!;
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private void OnApplicationPause(bool pauseStatus) { }
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private void OnApplicationFocus(bool focus) { }
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public void AttachAtlas(GameObject obj, bool isTargetChildren = true) { }
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public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true) { }
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private bool WantsToQuit() => default!;
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public bool IsQuitDialog() => default!;
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public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
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public void CreateAssetFileErrorDialog() { }
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public void SetIsAssetErrorDialogUse(bool inValue) { }
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private bool IsAssetFileErrorDialogDispScene() => default!;
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public RewardBase GetRewardDialogPrefab() => default!;
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public void DelayExecute(float delayTime, Action func) { }
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private IEnumerator DelayExecuteCoroutine(float delayTime, Action func) => default!;
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}
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Reference in New Issue
Block a user