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 Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Resource;
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public class NullBattleResourceMgr : IBattleResourceMgr
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{
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private static NullBattleResourceMgr m_instance;
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public static NullBattleResourceMgr GetInstance()
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{
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if (m_instance == null)
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{
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m_instance = new NullBattleResourceMgr();
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}
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return m_instance;
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}
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private NullBattleResourceMgr()
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{
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}
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public VfxBase LoadSleeveMaterial(long sleeveId, bool isPlayer)
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{
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return NullVfx.GetInstance();
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}
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public Material GetSleeveMaterial(bool isPlayer)
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{
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return null;
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}
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public VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase LoadAsset(string fullPath, Action action)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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return NullVfx.GetInstance();
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}
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public Material GetCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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return null;
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}
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public VfxBase UnloadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath)
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{
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return NullVfx.GetInstance();
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}
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public void AddEffectBattleInfoDictionary(string objectPath, string sePath)
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{
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}
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public void SetEffectBattleInfoDictionary(string objectPath, string objectFullPath)
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{
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}
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public VfxBase DecrementEffectBattleRefCount(string objectPath)
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{
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return NullVfx.GetInstance();
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}
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public void UnloadEffectBattle()
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{
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}
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public VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action<EffectBattle> loadEndCallback)
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{
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return NullVfx.GetInstance();
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}
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public void DestroyEffectBattleInstance(EffectBattle effectBattle)
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{
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}
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public VfxBase LoadRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard)
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{
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return NullVfx.GetInstance();
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}
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public Material GetRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard)
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{
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return null;
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}
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public void LoadChoiceBraveCardMesh()
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{
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}
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public Mesh GetChoiceBraveCardMesh(bool isLow)
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{
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return null;
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}
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public VfxBase LoadShardObject(string path, bool isAddUIContainer)
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{
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return NullVfx.GetInstance();
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}
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public GameObject GetSharedObject(string path)
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{
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return null;
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}
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public GameObject InstantiateSharedObject(string path)
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{
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return null;
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}
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public void Dispose()
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{
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}
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}
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