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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88
SVSim.BattleEngine/Engine/MyPageHomeStatic.cs
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88
SVSim.BattleEngine/Engine/MyPageHomeStatic.cs
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using System;
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using UnityEngine;
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public class MyPageHomeStatic : MonoBehaviour
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{
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[SerializeField]
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private MyPageCenterCard _centerCardMove;
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[SerializeField]
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private MyPageCharaMenu _charaMenu;
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[SerializeField]
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private MyPageCardDetail _cardDetail;
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[SerializeField]
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private GameObject _contentsRoot;
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[SerializeField]
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private MyPageMenu _myPageMenu;
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public bool CardLoadFinish => _centerCardMove.CardLoadFinish;
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public void SetActive(bool isActive)
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{
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_contentsRoot.SetActive(isActive);
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}
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public void CenterCardCreateStart(Action onFinish)
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{
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_centerCardMove.LoadDeckInfo(onFinish);
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}
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public void OnDestroy()
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{
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if (_charaMenu != null)
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{
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_charaMenu.SaveCenterCardIndex();
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}
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}
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public void Show()
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{
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_contentsRoot.SetActive(value: true);
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AspectCameraPerspective[] array = UnityEngine.Object.FindObjectsOfType<AspectCameraPerspective>();
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for (int i = 0; i < array.Length; i++)
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{
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array[i].UpdateFov();
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}
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_centerCardMove.MoveInCameraCard();
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}
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public void StartCardUpAnimation()
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{
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_centerCardMove.MoveInCameraCard();
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}
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public void Hide()
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{
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_contentsRoot.SetActive(value: false);
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}
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public int GetDetailCardCount()
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{
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return _centerCardMove.GetDetailCardCount();
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}
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public void Initialize()
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{
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_cardDetail.MyPageMenuClass = _myPageMenu;
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}
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public void SetTutorialMode()
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{
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UIManager.SetObjectToGrey(_charaMenu.EvolutionButton.gameObject, b: true);
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}
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public void FinishFirstTips()
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{
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bool activeSelf = _charaMenu.EvolutionButton.gameObject.activeSelf;
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UIManager.SetObjectToGrey(_charaMenu.EvolutionButton.gameObject, b: false);
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_charaMenu.EvolutionButton.gameObject.SetActive(activeSelf);
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}
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public void ReloadCardCircle()
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{
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_centerCardMove.ReloadCardCircle();
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}
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}
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