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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using System;
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using UnityEngine;
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namespace Wizard;
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public class PuzzleWinConditionDisplay : MonoBehaviour
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{
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[SerializeField]
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private UILabel _winConditionLabel;
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[SerializeField]
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private UIButton _button;
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[SerializeField]
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private UIPanel _panel;
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private bool _isAppeared;
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private Action _onComplete;
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private const float APPEAR_DURATION = 0.5f;
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private const float DISAPPEAR_DURATION = 0.1f;
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public void Setup(string winConditionText, Action onComplete)
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{
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_winConditionLabel.text = winConditionText;
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_panel.alpha = 0f;
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_button.onClick.Add(new EventDelegate(OnClick));
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_onComplete = onComplete;
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TweenAlpha.Begin(base.gameObject, 0.5f, 1f).onFinished.Add(new EventDelegate(delegate
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{
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_isAppeared = true;
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}));
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}
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private void OnClick()
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{
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if (_isAppeared)
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_TOGGLE_ON);
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TweenAlpha.Begin(base.gameObject, 0.1f, 0f).onFinished.Add(new EventDelegate(delegate
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{
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_onComplete();
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}));
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}
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}
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}
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