feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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SVSim.BattleEngine/Engine/BattleFinishSendBase.cs
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49
SVSim.BattleEngine/Engine/BattleFinishSendBase.cs
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using System;
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using Cute;
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using Wizard;
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public class BattleFinishSendBase
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{
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private FinishTaskBase _finishTaskBase;
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private Action<NetworkTask.ResultCode> _onSuccess;
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private NetworkManager _networkManager;
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private BattleManagerBase _battleMgr;
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public BattleFinishSendBase(BattleManagerBase mgr)
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{
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_networkManager = Toolbox.NetworkManager;
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_battleMgr = mgr;
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}
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public void SendMatchingFinish(FinishTaskBase finishTaskBase, Action<NetworkTask.ResultCode> callbackOnSuccess)
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{
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_finishTaskBase = finishTaskBase;
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SettingFinishBattleParameter(finishTaskBase);
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_onSuccess = callbackOnSuccess;
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StartMatchingFinish();
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}
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private void StartMatchingFinish()
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{
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LocalLog.AccumulateLastTraceLog("StartMatchingFinish");
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BattleCoroutine.GetInstance().StartCoroutine(_networkManager.Connect(_finishTaskBase, _onSuccess, CallbackOnFailure, null, encrypt: true, useJson: false, showLoadingIcon: false));
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}
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public void CallbackOnFailure(NetworkTask.ResultCode result)
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{
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LocalLog.AccumulateTraceLog("CallbackOnFailure" + result);
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}
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private void SettingFinishBattleParameter(FinishTaskBase data)
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{
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int cumulativeEvolutionCount = _battleMgr.BattlePlayer._cumulativeEvolutionCount;
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int cumulativeEvolutionCount2 = _battleMgr.BattleEnemy._cumulativeEvolutionCount;
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int battle_result = ((!_battleMgr.BattlePlayer.Class.IsDead) ? 1 : 0);
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int is_retire = (_battleMgr.IsPlayerRetire ? 1 : 0);
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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data.SettingFinishBattleParameter(dataMgr.GetPlayerClassId(), _battleMgr.BattlePlayer.Turn, cumulativeEvolutionCount, cumulativeEvolutionCount2, battle_result, is_retire);
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}
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}
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