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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45
SVSim.BattleEngine/Engine/SkillAbilityAccelerateFilter.cs
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45
SVSim.BattleEngine/Engine/SkillAbilityAccelerateFilter.cs
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using System.Collections.Generic;
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using Wizard.Battle;
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public class SkillAbilityAccelerateFilter : ISkillCardFilter
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{
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private readonly string _parameterOptionText;
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public SkillAbilityAccelerateFilter(string optionText)
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{
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_parameterOptionText = optionText;
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}
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public IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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bool hasAccelerate;
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switch (_parameterOptionText)
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{
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default:
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yield break;
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case "=":
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hasAccelerate = true;
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break;
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case "!=":
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hasAccelerate = false;
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break;
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}
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foreach (IReadOnlyBattleCardInfo card in cards)
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{
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if (card.HasSkillAccelerate == hasAccelerate)
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{
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yield return card;
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}
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}
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}
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public bool IsOperaterEqual()
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{
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return _parameterOptionText switch
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{
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"=" => true,
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"!=" => false,
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_ => true,
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};
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}
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}
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