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/NetworkSkill_change_cemetery.cs
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SVSim.BattleEngine/Engine/NetworkSkill_change_cemetery.cs
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using Wizard.Battle.View.Vfx;
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public class NetworkSkill_change_cemetery : Skill_change_cemetery
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{
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public NetworkSkill_change_cemetery(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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VfxWithLoading result = base.Start(parameter);
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if (base.AddCemeteryCount > 0)
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{
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(base.SkillPrm.selfBattlePlayer.BattleMgr as NetworkBattleManagerBase).RegisterActionManager.Add(new RegisterPlayerParameter(RegisterActionBase.ActionBaseParameter.cemetery, base.AddCemeteryCount, base.SkillPrm.selfBattlePlayer.IsPlayer));
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}
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if (base.GainCemeteryCount > 0)
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{
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(base.SkillPrm.selfBattlePlayer.BattleMgr as NetworkBattleManagerBase).RegisterActionManager.Add(new RegisterPlayerParameter(RegisterActionBase.ActionBaseParameter.cemetery, -1 * base.GainCemeteryCount, base.SkillPrm.selfBattlePlayer.IsPlayer));
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}
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return result;
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}
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}
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