cull(engine-cleanup): pass-8 phase-2 cascade round 5
[trim] fully-unreachable files deleted: 1 [trim] files edited: 4, files deleted: 0, nodes removed: 6 [type-trim] files edited: 0, types removed: 0 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,24 +0,0 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using Wizard.Battle.UI;
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// Post-Phase-5b (2026-07-03) UI stub. BattleControl handles UI-side end-of-battle
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// scene-change cleanup (DestroyBattleEffectContainer, ResetEnemyData, UIContainer
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// visibility, iTween tear-down). Every method is only invoked from UI code paths
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// (DialogBase.OnClose, MyPageBannerBase, FreeAndRankMatchDeckSelectConfirmDialog,
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// RecoveryManagerBase, SceneTransition) that don't run headless. The type stays
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// because GameMgr.GetBattleCtrl() lazy-inits it; the method bodies are no-ops.
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public class BattleControl : MonoBehaviour
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{
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public void BattleEnd(UIManager.ViewScene MoveTo, Action callback = null, Action<UIManager.ChangeViewSceneParam> paramCustomize = null, object sceneParam = null)
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{
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callback?.Invoke();
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}
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public IEnumerator BattleEnd(Action callback = null)
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{
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yield return null;
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callback?.Invoke();
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}
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}
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@@ -49,20 +49,6 @@ public class AICardData
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PriorityExpr = new AIPolishConvertedExpression(asset.Priority);
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}
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public void MergeCardData(AICardData data)
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{
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BattleBonus = data.BattleBonus;
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PlayBonus = data.PlayBonus;
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BattleBonusExpr = data.BattleBonusExpr;
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PlayBonusExpr = data.PlayBonusExpr;
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if (Priority == null || Priority == "")
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{
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Priority = data.Priority;
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PriorityExpr = data.PriorityExpr;
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}
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MergeTagFromAnotherData(data);
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}
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public void MergeTagFromAnotherData(AICardData data)
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{
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tagList.InsertRange(0, data.TagList);
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@@ -18,69 +18,6 @@ public class AICardDataAssetSet
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Set = new List<AICardDataAsset>();
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}
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public void ConvertCsvTextToAsset(List<string[]> csv)
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{
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int latestRotationCardPack = GetRotationLatestCardPackNumber();
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Dictionary<int, AICardDataAssetTemporaryRecord> latestCardCandidateDic = new Dictionary<int, AICardDataAssetTemporaryRecord>();
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foreach (string[] item in csv)
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{
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if (IsRegister(item))
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{
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Set.Add(new AICardDataAsset(item));
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}
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}
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foreach (AICardDataAssetTemporaryRecord value2 in latestCardCandidateDic.Values)
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{
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Set.Add(new AICardDataAsset(value2.Data));
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}
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bool IsRegister(string[] cardData)
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{
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string text = cardData[0];
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int num;
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int key;
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if (text.Length > 9)
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{
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num = int.Parse(text.Substring(text.Length - 2));
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key = int.Parse(text.Substring(0, text.Length - 2));
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}
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else
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{
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key = int.Parse(text);
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num = 0;
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}
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if (num == 0)
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{
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return true;
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}
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if (num < latestRotationCardPack)
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{
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return false;
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}
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cardData[0] = key.ToString();
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if (latestCardCandidateDic.TryGetValue(key, out var value))
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{
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int num2 = num - latestRotationCardPack;
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if (num2 < value.DiffFromLatestRotationPack)
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{
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latestCardCandidateDic[key] = new AICardDataAssetTemporaryRecord
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{
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Data = cardData,
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DiffFromLatestRotationPack = num2
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};
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}
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}
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else
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{
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latestCardCandidateDic.Add(key, new AICardDataAssetTemporaryRecord
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{
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Data = cardData,
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DiffFromLatestRotationPack = num - latestRotationCardPack
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});
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}
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return false;
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}
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}
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private int GetRotationLatestCardPackNumber()
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{
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return Data.Load.data.RotationLatestCardPackId % 100;
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@@ -30,39 +30,4 @@ public class AIStyleData
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}
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return list;
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}
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public bool MixInPolicy(AIStyleKey key, AIPolicyData value)
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{
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if (categoryFilter != null && !categoryFilter.Any((AICategory c) => c == key.category))
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{
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return false;
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}
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if (policyDic.ContainsKey(key))
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{
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List<AIPolicyData> list = policyDic[key];
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if (list == null)
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{
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list = new List<AIPolicyData>();
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list.Add(value);
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return true;
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}
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int priority = list[0].Priority;
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if (value.Priority > priority)
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{
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list.Clear();
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list.Add(value);
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return true;
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}
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if (value.Priority == priority)
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{
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list.Add(value);
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return true;
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}
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return false;
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}
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List<AIPolicyData> list2 = new List<AIPolicyData>();
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list2.Add(value);
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policyDic.Add(key, list2);
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return true;
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}
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}
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@@ -76,12 +76,6 @@ public class Master
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public List<TutorialAreaSelect> TutorialAreaSelectList { get; set; }
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public Dictionary<string, AICardDataAssetSet> AIDeckDic { get; set; }
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public Dictionary<string, List<AIPolicyDataAsset>> AIStyleDic { get; set; }
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public Dictionary<string, List<AIEmoteDataAsset>> AIEmoteDic { get; set; }
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public AIDeckFileNameList AIDeckFileNameList { get; set; }
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public AIEmoteFileNameList AIEmoteFileNameList { get; set; }
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