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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146
SVSim.BattleEngine/Engine/NGUIDebug.cs
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146
SVSim.BattleEngine/Engine/NGUIDebug.cs
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using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("NGUI/Internal/Debug")]
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public class NGUIDebug : MonoBehaviour
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{
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private static bool mRayDebug = false;
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private static List<string> mLines = new List<string>();
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private static NGUIDebug mInstance = null;
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public static bool debugRaycast
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{
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get
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{
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return mRayDebug;
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}
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set
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{
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mRayDebug = value;
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if (value && Application.isPlaying)
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{
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CreateInstance();
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}
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}
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}
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public static void CreateInstance()
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{
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if (mInstance == null)
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{
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GameObject obj = new GameObject("_NGUI Debug");
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mInstance = obj.AddComponent<NGUIDebug>();
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Object.DontDestroyOnLoad(obj);
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}
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}
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private static void LogString(string text)
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{
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if (Application.isPlaying)
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{
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if (mLines.Count > 20)
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{
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mLines.RemoveAt(0);
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}
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mLines.Add(text);
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CreateInstance();
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}
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}
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public static void Log(params object[] objs)
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{
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string text = "";
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for (int i = 0; i < objs.Length; i++)
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{
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text = ((i != 0) ? (text + ", " + objs[i].ToString()) : (text + objs[i].ToString()));
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}
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LogString(text);
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}
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public static void Clear()
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{
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mLines.Clear();
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}
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public static void DrawBounds(Bounds b)
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{
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_ = b.center;
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_ = b.center - b.extents;
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_ = b.center + b.extents;
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}
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private void OnGUI()
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{
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Rect position = new Rect(5f, 5f, 1000f, 22f);
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if (mRayDebug)
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{
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string text = "Scheme: " + UICamera.currentScheme;
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GUI.color = Color.black;
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GUI.Label(position, text);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, text);
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position.y += 18f;
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position.x += 1f;
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text = "Hover: " + NGUITools.GetHierarchy(UICamera.hoveredObject).Replace("\"", "");
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GUI.color = Color.black;
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GUI.Label(position, text);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, text);
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position.y += 18f;
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position.x += 1f;
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text = "Selection: " + NGUITools.GetHierarchy(UICamera.selectedObject).Replace("\"", "");
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GUI.color = Color.black;
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GUI.Label(position, text);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, text);
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position.y += 18f;
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position.x += 1f;
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text = "Controller: " + NGUITools.GetHierarchy(UICamera.controllerNavigationObject).Replace("\"", "");
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GUI.color = Color.black;
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GUI.Label(position, text);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, text);
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position.y += 18f;
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position.x += 1f;
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text = "Active events: " + UICamera.CountInputSources();
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if (UICamera.disableController)
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{
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text += ", disabled controller";
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}
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if (UICamera.inputHasFocus)
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{
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text += ", input focus";
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}
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GUI.color = Color.black;
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GUI.Label(position, text);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, text);
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position.y += 18f;
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position.x += 1f;
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}
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int i = 0;
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for (int count = mLines.Count; i < count; i++)
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{
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GUI.color = Color.black;
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GUI.Label(position, mLines[i]);
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position.y -= 1f;
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position.x -= 1f;
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GUI.color = Color.white;
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GUI.Label(position, mLines[i]);
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position.y += 18f;
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position.x += 1f;
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}
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}
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}
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