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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120
SVSim.BattleEngine/Engine/ChantFieldBattleCard.cs
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120
SVSim.BattleEngine/Engine/ChantFieldBattleCard.cs
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using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.View.Vfx;
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public class ChantFieldBattleCard : FieldBattleCard
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{
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protected readonly int _baseChantCount;
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public override bool IsChantField => true;
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public ChantFieldBattleCard(BuildInfo buildInfo)
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: base(buildInfo)
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{
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_baseChantCount = base.BaseParameter.ChantCount;
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AddChantSkill(buildInfo);
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}
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public void AddChantSkill(BuildInfo buildInfo)
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{
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if (!_normalSkillCollection.HaveNotAttachedResidentChantCountChangeSkill())
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{
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SkillBase skillBase = CreateSkillCreator(buildInfo.SelfBattlePlayer, buildInfo.OpponentBattlePlayer, buildInfo.ResourceMgr).Create(ChantSkillInfoCreate());
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SetChantSkill(skillBase);
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_normalSkillCollection.Add(skillBase);
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}
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}
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public override void FlagCardAsDestroyedBySkill()
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{
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base.IsDestroyedBySkill = true;
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base.DeathTypeInfo.ChantDestroy = true;
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}
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public override VfxBase SetUpInplay()
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(base.SetUpInplay());
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parallelVfxPlayer.Register(new ShowChantCountVfx(this, base.ChantCount, base.SelfBattlePlayer.BattleMgr.BattleResourceMgr));
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return parallelVfxPlayer;
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}
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protected override void InitSkillApplyInformationOnWhenReturn()
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{
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base.SkillApplyInformation.InitializeInformation(isReturnCard: true);
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base.SkillApplyInformation.ClearParameterModifier();
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ClearCostModifier();
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base.TransformInfo = default(TransformInformation);
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base.SkillApplyInformation.AttachedSkillsInfo.Clear();
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_normalSkillCollection.Clear();
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_evolveSkillCollection.Clear();
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SkillCreator.CardSkillsBuildInfo cardSkillsBuildInfo = SkillCreator.CreateBuildInfo(CardMaster.GetInstanceForBattle().GetCardParameterFromId(base.CardId));
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foreach (SkillBase item in CreateSkillCondition(cardSkillsBuildInfo.normalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_normalSkillCollection.Add(item);
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item.SetInductionVoiceIndex();
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}
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foreach (SkillBase item2 in CreateSkillCondition(cardSkillsBuildInfo.evolveSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_evolveSkillCollection.Add(item2);
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item2.SetInductionVoiceIndex();
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}
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AddChantSkill(_buildInfo);
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base.Skills = _normalSkillCollection;
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base.Skills.Complete();
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}
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public override VfxBase ReturnCard(SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop());
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InitializeParameterOnWhenReturn();
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VfxBase vfx = base.ReturnCard(skillProcessor);
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sequentialVfxPlayer.Register(vfx);
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return sequentialVfxPlayer;
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}
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public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
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{
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return ParallelVfxPlayer.Create(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn), new ShowChantCountVfx(this, base.ChantCount, _buildInfo.ResourceMgr));
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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{
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VirtualChantFieldBattleCard virtualChantFieldBattleCard = new VirtualChantFieldBattleCard(_buildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer));
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CopyToVirtualCardBase(virtualChantFieldBattleCard);
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return virtualChantFieldBattleCard;
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}
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public override VfxBase CombineVirtualCardSkill(BattleCardBase target)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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base.IsSkillLost = false;
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foreach (SkillBase item in CreateSkillCondition(target.GetBuildInfo.NormalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_normalSkillCollection.Add(item);
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}
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AddChantSkill(_buildInfo);
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base.Skills = _normalSkillCollection;
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base.SkillApplyInformation.Combine(target.SkillApplyInformation);
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int count = target.BuffInfoList.Count;
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for (int i = 0; i < count; i++)
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{
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BuffInfo buffInfo = target.BuffInfoList[i];
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if (!(buffInfo.SkillFrom is Skill_powerup) && !(buffInfo.SkillFrom is Skill_power_down) && !base.BuffInfoList.Contains(buffInfo))
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{
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AddBuffInfo(buffInfo);
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}
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}
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base.Skills.Complete();
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CostModifierList.AddRange(target.CostModifierList);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle && !base.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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parallelVfxPlayer.Register(SequentialVfxPlayer.Create(base.SkillApplyInformation.AllSkillEffectRestart(), InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
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}), base.BattleCardView.BattleCardIconAnimations.Initialize(this, base.Skills)));
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}
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return parallelVfxPlayer;
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}
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}
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