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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117
SVSim.BattleEngine/Engine/PracticePuzzleResultReporter.cs
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117
SVSim.BattleEngine/Engine/PracticePuzzleResultReporter.cs
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using System;
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using System.Collections.Generic;
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using Cute;
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using LitJson;
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using UnityEngine;
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using Wizard;
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using Wizard.Lottery;
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public class PracticePuzzleResultReporter : IBattleResultReporter
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{
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private readonly GameObject _reportEndAgentObj;
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private readonly PracticePuzzleReportEndAgent _reportEndAgent;
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public bool IsEnd => _reportEndAgent.IsEnd;
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public int RankExp => GetRankExp();
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public int AfterRankExp => GetAfterRankExp();
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public int ClassExp => GetClassExp();
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public int WinCount => GetWinCount();
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public int RankExpBonus => GetRankExpBonus();
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public List<UserAchievement> UserAchievement => GetUserAchievementList();
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public List<UserMission> UserMission => GetUserMissionList();
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public List<ReceivedReward> MissionRewards => GetRewardsList();
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public List<ReceivedReward> VictoryRewards => null;
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public LotteryApplyData LotteryData => Data.PracticePuzzleFinishData.AchievedInfo._lotteryData;
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public MyPageHomeDialogData HomeDialogData => null;
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public bool IsDataExist => true;
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public PracticePuzzleResultReporter()
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{
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_reportEndAgentObj = new GameObject();
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_reportEndAgent = _reportEndAgentObj.AddComponent<PracticePuzzleReportEndAgent>();
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}
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public void Report(bool isWin)
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{
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StartFinishPractice(isWin, delegate
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{
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_reportEndAgent.Finished();
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});
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}
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public void StartFinishPractice(bool isWin, Action callback)
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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NetworkManager networkManager = Toolbox.NetworkManager;
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PracticePuzzleBattleFinish practicePuzzleBattleFinish = new PracticePuzzleBattleFinish();
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LocalLog.RecordCheckLog(LocalLog.RecordType.CERBERUS, isWin);
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practicePuzzleBattleFinish.SetParameter(dataMgr.PuzzleQuestId, (BattleManagerBase.GetIns() as PuzzleBattleManager).RetryCount, isWin);
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_reportEndAgent.StartCoroutine(networkManager.Connect(practicePuzzleBattleFinish, delegate
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{
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callback.Call();
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}, BaseTask.OnRequestFailed, BaseTask.OnFailedErrorCode));
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}
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public void Destroy()
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{
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UnityEngine.Object.Destroy(_reportEndAgentObj);
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}
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public JsonData GetFinishResponseData()
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{
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return Data.PracticePuzzleFinishData._responseData;
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}
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public List<UserAchievement> GetUserAchievementList()
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{
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return Data.PracticePuzzleFinishData.achieved_achievement_list;
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}
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public List<UserMission> GetUserMissionList()
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{
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return Data.PracticePuzzleFinishData.achieved_mission_list;
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}
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public List<ReceivedReward> GetRewardsList()
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{
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return Data.PracticePuzzleFinishData.Rewards;
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}
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public int GetRankExp()
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{
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return 0;
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}
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public int GetAfterRankExp()
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{
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return 0;
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}
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public int GetClassExp()
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{
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return Data.PracticePuzzleFinishData.get_class_chara_experience;
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}
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public int GetWinCount()
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{
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return 0;
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}
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public int GetRankExpBonus()
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{
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return 0;
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}
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}
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