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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36
SVSim.BattleEngine/Engine/Cute/ParallelJob.cs
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36
SVSim.BattleEngine/Engine/Cute/ParallelJob.cs
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using System;
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namespace Cute;
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public class ParallelJob
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{
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private Action _action;
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public bool isDone { get; private set; }
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public static ParallelJob Dispatch(Action action)
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{
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ParallelJob parallelJob = new ParallelJob(action);
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LeanThreadPool.Instance.AddJob(parallelJob);
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return parallelJob;
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}
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private ParallelJob(Action action)
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{
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isDone = false;
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_action = action;
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}
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internal void Run()
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{
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if (!isDone)
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{
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if (_action != null)
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{
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_action();
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_action = null;
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}
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isDone = true;
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}
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}
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}
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