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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46
SVSim.BattleEngine/Engine/DepthBlurAndBloom.cs
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46
SVSim.BattleEngine/Engine/DepthBlurAndBloom.cs
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public class DepthBlurAndBloom
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{
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public enum DofFocalType
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{
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Transform,
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Position,
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Point
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}
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public enum DofBlur
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{
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Horizon,
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Mixed,
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Disc,
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BallBlur
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}
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public enum DofQuality
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{
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OnlyBackground = 1,
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BackgroundAndForeground = 5
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}
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public enum DofTransformTarget
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{
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Character0,
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Character1,
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Character2,
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Character3,
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Character4,
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Character5,
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Character6,
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Character7,
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Character8,
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Character9,
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Character10,
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Character11,
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Character12,
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Character13,
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Character14,
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Character15,
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Character16,
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Character17,
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Character18
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}
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}
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