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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129
SVSim.BattleEngine/Engine/Debug.cs
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129
SVSim.BattleEngine/Engine/Debug.cs
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using System;
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using System.Diagnostics;
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using UnityEngine;
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using Wizard;
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public static class Debug
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{
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public static bool isDebugBuild => UnityEngine.Debug.isDebugBuild;
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[Conditional("CYG_DEBUG")]
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public static void Assert(bool condition)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void Assert(bool condition, string message)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void Assert(bool condition, string format, params object[] args)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void Break()
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void ClearDeveloperConsole()
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawLine(Vector3 start, Vector3 end)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawLine(Vector3 start, Vector3 end, Color color)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration, bool depthTest)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawRay(Vector3 start, Vector3 dir)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawRay(Vector3 start, Vector3 dir, Color color)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration, bool depthTest)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void Log(object message, UnityEngine.Object context = null)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void LogFormat(string format, params object[] args)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void LogFormat(UnityEngine.Object context, string format, params object[] args)
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{
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}
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public static void LogError(object message, UnityEngine.Object context = null)
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{
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LocalLog.AccumulateTraceLog(message.ToString());
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}
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public static void LogErrorFormat(string format, params object[] args)
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{
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LocalLog.AccumulateTraceLog(format.ToString());
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}
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public static void LogErrorFormat(UnityEngine.Object context, string format, params object[] args)
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{
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LocalLog.AccumulateTraceLog(context.ToString() + "Context:" + context.ToString() + "Params:" + args.ToString());
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}
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public static void LogException(Exception exception)
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{
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LocalLog.AccumulateTraceLog(exception.ToString());
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}
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public static void LogException(Exception exception, UnityEngine.Object context)
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{
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LocalLog.AccumulateTraceLog(exception.ToString() + "Context:" + context.ToString());
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}
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[Conditional("CYG_DEBUG")]
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public static void LogWarning(object message, UnityEngine.Object context = null)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void LogWarningFormat(string format, params object[] args)
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{
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}
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[Conditional("CYG_DEBUG")]
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public static void LogWarningFormat(UnityEngine.Object context, string format, params object[] args)
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{
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}
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}
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