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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134
SVSim.BattleEngine/Engine/Skill_evolve.cs
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134
SVSim.BattleEngine/Engine/Skill_evolve.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 Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_evolve : SkillBase
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{
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public const float EVOLVE_STAGGER_TIME_AMOUNT = 0.05f;
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protected List<BattleCardBase> _evolvedBySkill = new List<BattleCardBase>();
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public Skill_evolve(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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if (parameter.targetCards.Where((BattleCardBase c) => !c.IsEvolution).Count() == 0)
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{
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return NullVfxWithLoading.GetInstance();
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer4 = ParallelVfxPlayer.Create();
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_evolvedBySkill = parameter.targetCards.Where((BattleCardBase battleCardBase2) => battleCardBase2.CanEvolution(isSkill: true, isSelfBattlePlayer: true) && battleCardBase2.IsInplay).ToList();
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillEvolution(_evolvedBySkill, this);
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}
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnBeforeSkillEvolve(base.SkillPrm.ownerCard, _evolvedBySkill);
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float num = 0f;
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int num2 = 0;
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foreach (BattleCardBase card in parameter.targetCards)
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{
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if (!card.CanEvolution(isSkill: true, isSelfBattlePlayer: true) || !card.IsInplay)
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{
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continue;
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}
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Action enableAttackControlAction = null;
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Action enableAttackTargettingMovementAction = null;
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base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(InstantVfx.Create(delegate
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{
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if (card.IsPlayer)
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{
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enableAttackControlAction = card.ForceAttackOff();
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}
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else
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{
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enableAttackTargettingMovementAction = card.BattleCardView._attackTargetSelectInfo.DisableAttackTargettingMovement();
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}
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}));
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VfxWith<Func<GameObject>> loadResourcesVfxWithEffect = SkillEvolveVfx.LoadCardEvolveResources(card, base.SkillPrm.resourceMgr);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(WaitVfx.Create(num));
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BattleCardBase battleCardBase = card;
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VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, battleCardBase.AsIEnumerable(), isFollowInHand: false, addToLastOperation: true, num2 > 0);
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parallelVfxPlayer.Register(vfxWithLoading.LoadingVfx);
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sequentialVfxPlayer.Register(vfxWithLoading.MainVfx);
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bool evolveMeWhenAttack = (base.IsBeforAttackSkill && battleCardBase == base.SkillPrm.ownerCard) || (base.IsBeforeAttackSelfAndOtherSkill && battleCardBase != base.SkillPrm.ownerCard);
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if (evolveMeWhenAttack)
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{
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnEvolveMeWhenAttack(battleCardBase);
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}
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sequentialVfxPlayer.Register(card.Evolution(isSkill: true, parameter.skillProcessor, new SkillConditionCheckerOption(), (BattleCardBase evolvedCard, IBattleResourceMgr resourceMgr) => new SkillEvolveVfx(evolvedCard, resourceMgr, loadResourcesVfxWithEffect.Value, base.SkillPrm.ownerCard, evolveMeWhenAttack)));
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parallelVfxPlayer3.Register(sequentialVfxPlayer);
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parallelVfxPlayer2.Register(TurnOffAttackFrameVfx(card));
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parallelVfxPlayer.Register(loadResourcesVfxWithEffect.Vfx);
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parallelVfxPlayer4.Register(ToggleOffCantAttackVfx(card, enableAttackControlAction, enableAttackTargettingMovementAction));
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num += 0.05f;
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num2++;
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}
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RegisterEvolveTriggerSkill(parameter.skillProcessor, parameter.targetCards);
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VfxBase vfxToRegister = UIManager.GetInstance().CreateNowLoadingVfx(parallelVfxPlayer);
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer2, parallelVfxPlayer3, parallelVfxPlayer4);
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxToRegister);
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return vfxWithLoadingSequential;
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}
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private VfxBase TurnOffAttackFrameVfx(BattleCardBase evolvedCard)
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{
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return InstantVfx.Create(delegate
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{
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evolvedCard.BattleCardView._inPlayFrameEffect.HideFrameEffect();
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});
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}
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private VfxBase ToggleOffCantAttackVfx(BattleCardBase evolvedCard, Action enableAttackControlAction, Action enableAttackTargettingMovementAction)
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{
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return InstantVfx.Create(delegate
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{
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enableAttackControlAction.Call();
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enableAttackTargettingMovementAction.Call();
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});
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}
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private void RegisterEvolveTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> targets)
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{
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List<BattleCardBase> list = base.SkillPrm.selfBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)).ToList();
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list.AddRange(base.SkillPrm.opponentBattlePlayer.HandCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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list.AddRange(base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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list.AddRange(base.SkillPrm.opponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0 || s.OnWhenEvolveSelfAndOtherStart != 0)));
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int i;
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for (i = 0; i < list.Count; i++)
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{
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if (targets.Any((BattleCardBase t) => t != list[i]) && list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveOtherStart != 0))
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{
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skillProcessor.Register(list[i].Skills.CreateWhenEvolveOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
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}
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if (list[i].Skills.Any((SkillBase s) => s.OnWhenEvolveSelfAndOtherStart != 0))
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{
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skillProcessor.Register(list[i].Skills.CreateWhenEvolveSelfAndOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[i].SelfBattlePlayer, list[i].OpponentBattlePlayer)));
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}
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}
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}
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protected override bool IsSkipInduction(SkillProcessor.ProcessCallType callType)
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{
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if (!base.IsSkipInduction(callType))
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{
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if (base.ApplyingTargetFilter is SkillTargetSelfFilter && base.ApplyAndFilter.All((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetSelfFilter))
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{
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return base.SkillPrm.ownerCard.IsEvolution;
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}
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return false;
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}
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return true;
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}
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}
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