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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91
SVSim.BattleEngine/Engine/FontChanger.cs
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91
SVSim.BattleEngine/Engine/FontChanger.cs
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using System;
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using System.Collections;
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using Cute;
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using UnityEngine;
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public class FontChanger
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{
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public void Start()
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{
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}
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public static IEnumerator FontChange(Action callback)
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{
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string font = getFont();
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string text = "font_" + font + ".unity3d";
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bool isDone = false;
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string filename = text.ToLower();
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Toolbox.AssetManager.CacheAsset(filename, delegate
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{
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AssetHandle assetHandle = Toolbox.AssetManager.GetAssetHandle(filename);
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if (assetHandle != null)
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{
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assetHandle.isMultipleHandleIgnorAsset = true;
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}
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isDone = true;
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});
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while (!isDone)
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{
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yield return 0;
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}
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Global.GAME_FONT = Toolbox.ResourcesManager.LoadObject<Font>("Font/" + font);
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if (Global.GAME_FONT != null)
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{
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Global.GAME_FONT_NAME = font;
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}
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callback?.Invoke();
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}
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public static IEnumerator FontTryChangePersistant(Action callback)
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{
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string font = getFont();
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string text = "font_" + font + ".unity3d";
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bool isDone = false;
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bool isHandle = false;
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string filename = text.ToLower();
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Toolbox.AssetManager.CachePersistantAssetBeforeManifestLoad(filename, delegate
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{
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AssetHandle assetHandle = Toolbox.AssetManager.GetAssetHandle(filename);
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if (assetHandle != null)
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{
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assetHandle.isMultipleHandleIgnorAsset = true;
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Toolbox.ResourcesManager.RegistTemporaryAsset(filename);
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isHandle = true;
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}
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isDone = true;
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});
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while (!isDone)
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{
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yield return 0;
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}
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if (isHandle)
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{
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Global.GAME_FONT = Toolbox.ResourcesManager.LoadObject<Font>("Font/" + font);
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}
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else
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{
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Global.GAME_FONT = null;
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}
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if (Global.GAME_FONT != null)
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{
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Global.GAME_FONT_NAME = font;
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}
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else
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{
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Toolbox.AssetManager.ClearAssetCacheAssetBundle();
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Global.GAME_FONT_NAME = "A-OTF-KaiminTuStd-Bold";
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}
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callback?.Invoke();
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}
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public static void FontReset()
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{
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Global.GAME_FONT = null;
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Global.GAME_FONT_NAME = "A-OTF-KaiminTuStd-Bold";
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}
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private static string getFont()
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{
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return Toolbox.SavedataManager.GetString("LANG_FONT", Global.GetFontLangType(Global.LANG_TYPE.Eng.ToString()));
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}
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}
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