feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/ task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/ PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch watch/replay closure types stubbed. Copied 8 more closure files. CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor + member-level), 0 structural. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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SVSim.BattleEngine/Engine/Wizard/LoadingDownLoadStoryView.cs
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91
SVSim.BattleEngine/Engine/Wizard/LoadingDownLoadStoryView.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class LoadingDownLoadStoryView : MonoBehaviour
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{
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[SerializeField]
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private UITexture _stillTexture;
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[SerializeField]
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private UILabel _storyTitleLabel;
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[SerializeField]
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private UILabel _storyValueLabel;
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[SerializeField]
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private UIToggle _indicatorBase;
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private List<UIToggle> _indicatorList = new List<UIToggle>();
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private List<LoadSceneStoryData> _loadSceneStoryDatas = new List<LoadSceneStoryData>();
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private const string FORMAT_STORY_NUMBER = "LoadStory_Number_1";
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private int _currentIndex;
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public void Initialize()
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{
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_ = Data.SystemText;
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int result = 0;
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int.TryParse(Data.SystemText.Get("LoadStory_Number_1"), out result);
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GameObject gameObject = _indicatorBase.transform.parent.gameObject;
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for (int i = 1; i <= result; i++)
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{
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_loadSceneStoryDatas.Add(new LoadSceneStoryData(i));
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_indicatorList.Add(NGUITools.AddChild(gameObject, _indicatorBase.gameObject).GetComponent<UIToggle>());
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}
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_indicatorBase.gameObject.SetActive(value: false);
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gameObject.GetComponent<UIGrid>().Reposition();
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SetStoryInfo(_currentIndex);
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}
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private void SetStoryInfo(int index)
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{
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LoadSceneStoryData loadSceneStoryData = _loadSceneStoryDatas[index];
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_storyTitleLabel.text = loadSceneStoryData.StoryTitle;
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_storyValueLabel.text = loadSceneStoryData.StoryValue;
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_stillTexture.mainTexture = Resources.Load<Texture>(loadSceneStoryData.StillImageName);
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UpdateIndicator(index);
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}
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public void ChangeStoryImage(bool isRight)
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{
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if (isRight)
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{
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UpdateIndexToNext();
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}
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else
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{
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UpdateIndexToPrev();
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}
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}
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private void UpdateIndexToNext()
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{
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_currentIndex = (_currentIndex + 1) % _loadSceneStoryDatas.Count;
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SetStoryInfo(_currentIndex);
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}
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private void UpdateIndexToPrev()
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{
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if (_currentIndex > 0)
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{
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_currentIndex--;
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}
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else
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{
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_currentIndex = _loadSceneStoryDatas.Count - 1;
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}
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SetStoryInfo(_currentIndex);
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}
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private void UpdateIndicator(int index)
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{
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if (_indicatorList.Count > 1)
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{
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_indicatorList[index].value = true;
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}
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}
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}
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