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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SVSim.BattleEngine/Engine/MatchingIPv6Toggle.cs
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30
SVSim.BattleEngine/Engine/MatchingIPv6Toggle.cs
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using Cute;
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using UnityEngine;
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using Wizard;
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public class MatchingIPv6Toggle : MonoBehaviour
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{
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[SerializeField]
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private UIToggle _networkLineChangeToggle;
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private const string TOGGLE_PATH = "UI/layoutParts/MatchingIPv6Toggle";
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public static void AddMatchingIPv6Toggle(DialogBase dialog)
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{
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MatchingIPv6Toggle matchingIPv6Toggle = Object.Instantiate(Toolbox.ResourcesManager.LoadObject<MatchingIPv6Toggle>("UI/layoutParts/MatchingIPv6Toggle", isServerResources: false));
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dialog.SetObj(matchingIPv6Toggle.gameObject);
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matchingIPv6Toggle.SettingToggle();
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}
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public void SettingToggle()
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{
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_networkLineChangeToggle.onChange.Add(new EventDelegate(OnClickToggle));
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_networkLineChangeToggle.value = PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.IS_SELECT_IPV6);
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}
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private void OnClickToggle()
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{
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PlayerPrefsWrapper.SetBool(PlayerPrefsWrapper.IS_SELECT_IPV6, _networkLineChangeToggle.value);
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GameMgr.GetIns().GetSoundMgr().PlaySe(_networkLineChangeToggle.value ? Se.TYPE.SYS_TOGGLE_ON : Se.TYPE.SYS_TOGGLE_OFF);
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}
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}
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