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/SkillTextVariableComareFilter.cs
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26
SVSim.BattleEngine/Engine/SkillTextVariableComareFilter.cs
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public class SkillTextVariableComareFilter : SkillVariableComareFilter
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{
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public int LhsFilteringResult { get; set; }
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public int RhsFilteringResult { get; set; }
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public SkillTextVariableComareFilter(string text)
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: base(text)
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{
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}
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public int FilteringLhs(SkillOptionValue optionValue)
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{
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return LhsFilteringResult = optionValue.ParseInt(base.Lhs);
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}
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public int FilteringRhs(SkillOptionValue optionValue)
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{
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return RhsFilteringResult = optionValue.ParseInt(base.Rhs);
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}
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public override bool Filtering(SkillOptionValue optionValue)
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{
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return _compareFunc(LhsFilteringResult, RhsFilteringResult);
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}
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}
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