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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using Wizard.Battle;
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public class SkillParameterDistinctRandomSelectedFilter : ISkillParameterSelectFilter
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{
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private int _id;
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private int _index;
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public SkillParameterDistinctRandomSelectedFilter(string str)
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{
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string[] array = str.Split(':');
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_id = int.Parse(array[0]);
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_index = int.Parse(array[1]);
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}
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public IEnumerable<int> Filtering(IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
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{
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return cardInfos.Select(delegate(IReadOnlyBattleCardInfo c)
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{
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BattleCardBase battleCardBase = c as BattleCardBase;
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for (int i = 0; i < battleCardBase.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills.Count(); i++)
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{
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if (battleCardBase.SkillApplyInformation.AttachedSkillsInfo.AttachedSkills.ElementAt(i) is Skill_random_array { GetAttachSkill: not null } skill_random_array && skill_random_array.GetAttachSkill.SkillPrm.ownerCard.BaseParameter.BaseCardId == _id && skill_random_array.SelectedIndex.ContainsKey(battleCardBase))
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{
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if (!skill_random_array.SelectedIndex[battleCardBase].Contains(_index))
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{
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return 0;
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}
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return 1;
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}
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}
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return 0;
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});
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}
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}
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