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/SkillParameterBaseOffenseFilter.cs
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SVSim.BattleEngine/Engine/SkillParameterBaseOffenseFilter.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle;
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public class SkillParameterBaseOffenseFilter : SkillCardFilterBase
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{
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private readonly Func<int, int, IReadOnlyBattleCardInfo, IEnumerable<IReadOnlyBattleCardInfo>, bool> _compareFunc;
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public SkillParameterBaseOffenseFilter(string parameterText, string op)
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: base(parameterText, op)
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{
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_compareFunc = SkillCompareFuncCreator.Create(op, SkillCompareFuncCreator.Cost);
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}
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public override IEnumerable<IReadOnlyBattleCardInfo> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cards, SkillOptionValue option)
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{
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int value = option.ParseInt(_parameterText);
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return cards.Where((IReadOnlyBattleCardInfo c) => _compareFunc(c.BaseParameter.Atk, value, c, cards));
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}
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}
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