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 System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Player.Emotion;
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public class NullPlayerEmotion : IPlayerEmotion, IEmotion
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{
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public Vector3 LeaderPosition => Vector3.zero;
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public IEnumerable<GameObject> IconObjects => null;
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public bool Enable { get; set; }
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public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
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public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emoteType)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase LoadResource()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase ShowButtons()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase HideButtons()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase HideButtons(GameObject iconObject)
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{
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return NullVfx.GetInstance();
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}
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public void CancelShowButtons()
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{
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}
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public void ResetPlayCount()
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{
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}
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public void AddPlayCount()
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{
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}
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public void FocusIcon(GameObject go)
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{
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}
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public void UnfocusAllIcons()
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{
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}
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public VfxBase PlayEmotionFromIconObject(GameObject iconObject)
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{
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return NullVfx.GetInstance();
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}
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public string GetVoiceTextFromIconObject(GameObject iconObject)
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{
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return string.Empty;
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}
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public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type)
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{
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return false;
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}
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public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx)
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{
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}
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}
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