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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51
SVSim.BattleEngine/Engine/FramerateProfiler.cs
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51
SVSim.BattleEngine/Engine/FramerateProfiler.cs
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using UnityEngine;
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internal class FramerateProfiler
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{
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private float _lastTime;
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private int _lastFrame;
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private float _fps;
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private bool _hasValue;
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private const float MEASURE_RANGE = 5f;
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public const int FPS_GOOD = 30;
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public const int FPS_BAD = 20;
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public float? Fps
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{
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get
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{
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if (_hasValue)
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{
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return _fps;
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}
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return null;
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}
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}
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public void Init()
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{
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_lastTime = Time.realtimeSinceStartup;
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_lastFrame = Time.frameCount;
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_fps = 30f;
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}
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public void Update()
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{
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float realtimeSinceStartup = Time.realtimeSinceStartup;
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float num = realtimeSinceStartup - _lastTime;
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if (num >= 5f)
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{
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int num2 = Time.frameCount - _lastFrame;
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_fps = (float)num2 / num;
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_lastTime = realtimeSinceStartup;
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_lastFrame = Time.frameCount;
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_hasValue = true;
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}
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}
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}
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