feat(battle-engine): close the AI-simulation subsystem (verbatim)
Copied the 89 uncopied AI*SimulationUtility/extension files defining the AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
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36
SVSim.BattleEngine/Engine/FieldCardCreator.cs
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36
SVSim.BattleEngine/Engine/FieldCardCreator.cs
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using UnityEngine;
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using Wizard;
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public class FieldCardCreator : CardCreatorBase
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{
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public FieldCardCreator(GameObject rootObject)
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: base(rootObject)
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{
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}
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public static void SetupFieldCardMaterialToCardMesh(Transform rootCardTransform, CardParameter cardBasePrm, Material normalCardArtMaterial)
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{
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MeshRenderer component = rootCardTransform.transform.Find("NormalField").GetComponent<MeshRenderer>();
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Transform transform = rootCardTransform.Find("Normal");
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LOD[] lODs = transform.GetComponent<LODGroup>().GetLODs();
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UIManager.GetInstance().SetLayerRecursive(transform, 10);
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Material[] sharedMaterials = lODs[0].renderers[0].sharedMaterials;
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Material[] sharedMaterials2 = component.sharedMaterials;
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int rarity = cardBasePrm.Rarity;
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Material handFieldFrame = SBattleLoad.CardFrameMaterialHolder.GetHandFieldFrame(rarity);
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Material inPlayNormalUnitFrame = SBattleLoad.CardFrameMaterialHolder.GetInPlayNormalUnitFrame(rarity);
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handFieldFrame.shader = Shader.Find(handFieldFrame.shader.name);
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inPlayNormalUnitFrame.shader = Shader.Find(inPlayNormalUnitFrame.shader.name);
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sharedMaterials[0] = handFieldFrame;
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sharedMaterials2[0] = inPlayNormalUnitFrame;
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sharedMaterials[1] = (sharedMaterials2[1] = normalCardArtMaterial);
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sharedMaterials[2] = CardCreatorBase.GetSharedClassIconMaterial(cardBasePrm.Clan);
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for (int i = 0; i < lODs.Length; i++)
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{
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lODs[i].renderers[0].sharedMaterials = sharedMaterials;
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}
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component.sharedMaterials = sharedMaterials2;
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component.materials[1].mainTextureScale = cardBasePrm.NormalTilling;
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component.materials[1].mainTextureOffset = cardBasePrm.NormalOffset;
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}
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}
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