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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using System.Collections.Generic;
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using System.Linq;
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public class SkillNoDuplicationRandomSelectInOrderFilter : ISkillSelectFilter
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{
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private readonly string _randomSelectCount;
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private readonly ISkillParameterSelectFilter _sortFilter;
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private readonly ISkillParameterSelectFilter _duplicationFilter;
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private readonly ISkillCalcFilter _orderFilter;
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private string _assertionHeadMessage = "id_no_duplication_random_count_in_order=";
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public SkillNoDuplicationRandomSelectInOrderFilter(string optionText, SkillBase skill)
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{
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string[] array = optionText.Split(':');
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_assertionHeadMessage += optionText;
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_duplicationFilter = CheckParamFilter(array[0], skill);
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_sortFilter = CheckParamFilter(array[1], skill);
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switch (array[2])
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{
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case "descending":
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_orderFilter = new SkillCalcMaxFilter();
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break;
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case "ascending":
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_orderFilter = new SkillCalcMinFilter();
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break;
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default:
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_orderFilter = new SkillCalcMaxFilter();
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break;
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}
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_randomSelectCount = array[3];
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}
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public int CalcCount(SkillOptionValue option)
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{
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return option.ParseInt(_randomSelectCount);
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}
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public IEnumerable<BattleCardBase> Filtering(IEnumerable<BattleCardBase> cards, SkillOptionValue option, SkillConditionCheckerOption checkerOption)
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{
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int num = CalcCount(option);
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List<BattleCardBase> list = new List<BattleCardBase>();
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BattleManagerBase ins = BattleManagerBase.GetIns();
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cards = cards.OrderBy((BattleCardBase x) => x.Index);
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List<BattleCardBase> list2 = cards.ToList();
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bool flag = list.Count < num;
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while (flag && list2.Count > 0)
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{
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int LotteringValue = _orderFilter.Filtering(_sortFilter.Filtering(list2));
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List<BattleCardBase> list3 = list2.Where((BattleCardBase card) => _sortFilter.Filtering(new BattleCardBase[1] { card }).FirstOrDefault() == LotteringValue).ToList();
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while (flag && list3.Count > 0)
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{
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int index = (BattleManagerBase.IsRandomDraw ? ins.StableRandom(list3.Count()) : 0);
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BattleCardBase battleCardBase = list3[index];
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list.Add(battleCardBase);
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int duplicationValue = _duplicationFilter.Filtering(new BattleCardBase[1] { battleCardBase }).FirstOrDefault();
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list2 = list2.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
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list3 = list3.Where((BattleCardBase c) => _duplicationFilter.Filtering(new BattleCardBase[1] { c.Card }).FirstOrDefault() != duplicationValue).ToList();
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flag = list.Count < num;
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}
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}
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return list;
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}
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private ISkillParameterSelectFilter CheckParamFilter(string optionText, SkillBase skill)
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{
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SkillFilterCreator.ParseContentInfo(optionText, out var retParsedInfo);
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ISkillParameterSelectFilter skillParameterSelectFilter = SkillFilterCreator.CreateParameterSelectFilter(retParsedInfo.Name, retParsedInfo, skill);
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if (skillParameterSelectFilter == null)
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{
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skillParameterSelectFilter = new SkillParameterSelectCostFilter();
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}
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return skillParameterSelectFilter;
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}
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}
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