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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115
SVSim.BattleEngine/Engine/InPlayCardControl.cs
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115
SVSim.BattleEngine/Engine/InPlayCardControl.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View;
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public class InPlayCardControl
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{
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private readonly GameObject m_gameObject;
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private const int cMax = 5;
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private const float cBaseX = 215f;
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private Vector3[] cPos;
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private readonly Vector3 PLAYER_FIELDCARD_SPACE = new Vector3(0f, -110f, 0f);
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private readonly Vector3 ENEMY_FIELDCARD_SPACE = new Vector3(0f, 158f, 0f);
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public Transform transform { get; private set; }
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public InPlayCardControl(GameObject gameObject)
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{
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m_gameObject = gameObject;
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transform = m_gameObject.transform;
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cPos = new Vector3[5];
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}
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private void SetInPlayPosition(List<IBattleCardView> battleCardViewList)
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{
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int num = battleCardViewList.Count;
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if (num >= 5)
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{
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num = 5;
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}
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for (int i = 0; i < num; i++)
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{
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switch (m_gameObject.name)
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{
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case "FieldCard":
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m_gameObject.transform.localPosition = PLAYER_FIELDCARD_SPACE;
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cPos[i] = new Vector3(215f * (float)i - 215f * (float)(num - 1) / 2f, 0f, 0f);
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break;
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case "EFieldCard":
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m_gameObject.transform.localPosition = ENEMY_FIELDCARD_SPACE;
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cPos[i] = new Vector3(-215f * (float)i + 215f * (float)(num - 1) / 2f, 0f, 0f);
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break;
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}
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}
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}
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public void RearrangePlayerInplay(float time, List<IBattleCardView> battleCardViewList)
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{
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SetInPlayPosition(battleCardViewList);
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int num = 0;
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foreach (IBattleCardView battleCardView in battleCardViewList)
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{
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if (!battleCardView.isHiddenFromInPlayView)
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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Transform transform = battleCardView.Transform;
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transform.localPosition = new Vector3(cPos[num].x, transform.localPosition.y, transform.localPosition.z);
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}
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else
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{
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if (battleCardView._inPlayRearrangeCoroutine != null)
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{
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BattleCoroutine.GetInstance().StopCoroutine(battleCardView._inPlayRearrangeCoroutine);
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}
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battleCardView._inPlayRearrangeCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MoveCardToNewPosition(battleCardView, cPos[num], time));
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}
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}
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num++;
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}
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}
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private IEnumerator MoveCardToNewPosition(IBattleCardView cardView, Vector3 targetPosition, float time)
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{
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Transform cardTransform = cardView.Transform;
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float startTime = Time.time;
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while (true)
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{
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float num = (Time.time - startTime) / time;
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if (num > 1f)
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{
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break;
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}
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float x = Mathf.Lerp(cardTransform.localPosition.x, targetPosition.x, num);
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cardTransform.localPosition = new Vector3(x, cardTransform.localPosition.y, cardTransform.localPosition.z);
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yield return null;
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}
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cardTransform.localPosition = new Vector3(targetPosition.x, cardTransform.localPosition.y, cardTransform.localPosition.z);
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}
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public Vector3 GetPosition(int index)
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{
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return cPos[index];
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}
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public Vector3 GetOverflowPosition(int index, bool isPlayer)
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{
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float num = (isPlayer ? 1f : (-1f));
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return new Vector3((430f + 215f * (float)(index + 1)) * num, 0f, 0f);
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}
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public static Vector3 CalcPosition(int cardCount, int index, bool isPlayer)
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{
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if (isPlayer)
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{
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return new Vector3(215f * (float)index - 215f * (float)(cardCount - 1) / 2f, 0f, 0f);
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}
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return new Vector3(-215f * (float)index + 215f * (float)(cardCount - 1) / 2f, 0f, 0f);
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}
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}
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