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_power_modifier.cs
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SVSim.BattleEngine/Engine/NetworkSkill_power_modifier.cs
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using System.Collections.Generic;
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using System.Linq;
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public class NetworkSkill_power_modifier : Skill_power_modifier
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{
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public NetworkSkill_power_modifier(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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protected override void IncrementGameBuffCount(List<BattleCardBase> inplayTargetCards)
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{
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base.IncrementGameBuffCount(inplayTargetCards);
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if (inplayTargetCards.Any())
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{
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(base.SkillPrm.selfBattlePlayer.BattleMgr as NetworkBattleManagerBase).RegisterActionManager.Add(new RegisterPlayerParameter(RegisterActionBase.ActionBaseParameter.buffUnit, 1, base.SkillPrm.selfBattlePlayer.IsPlayer));
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}
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}
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protected override void CallPowerUpEvent(List<BattleCardBase> targetCards)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnPowerUp(base.SkillPrm.ownerCard, targetCards, (_addOffense > 0) ? _addOffense : (-_gainOffense), (_addLife > 0) ? _addLife : (-_gainLife), _multiplyOffense, _multiplyLife, _addMaxLife);
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}
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}
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