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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93
SVSim.BattleEngine/Engine/TweenRotation.cs
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93
SVSim.BattleEngine/Engine/TweenRotation.cs
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using System;
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using UnityEngine;
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[AddComponentMenu("NGUI/Tween/Tween Rotation")]
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public class TweenRotation : UITweener
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{
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public Vector3 from;
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public Vector3 to;
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public bool quaternionLerp;
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private Transform mTrans;
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public Transform cachedTransform
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{
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get
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{
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if (mTrans == null)
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{
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mTrans = base.transform;
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}
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return mTrans;
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}
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}
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[Obsolete("Use 'value' instead")]
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public Quaternion rotation
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{
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get
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{
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return value;
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}
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set
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{
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this.value = value;
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}
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}
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public Quaternion value
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{
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get
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{
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return cachedTransform.localRotation;
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}
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set
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{
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cachedTransform.localRotation = value;
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}
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}
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protected override void OnUpdate(float factor, bool isFinished)
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{
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value = (quaternionLerp ? Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor) : Quaternion.Euler(new Vector3(Mathf.Lerp(from.x, to.x, factor), Mathf.Lerp(from.y, to.y, factor), Mathf.Lerp(from.z, to.z, factor))));
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}
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public static TweenRotation Begin(GameObject go, float duration, Quaternion rot)
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{
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TweenRotation tweenRotation = UITweener.Begin<TweenRotation>(go, duration);
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tweenRotation.from = tweenRotation.value.eulerAngles;
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tweenRotation.to = rot.eulerAngles;
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if (duration <= 0f)
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{
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tweenRotation.Sample(1f, isFinished: true);
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tweenRotation.enabled = false;
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}
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return tweenRotation;
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}
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[ContextMenu("Set 'From' to current value")]
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public override void SetStartToCurrentValue()
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{
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from = value.eulerAngles;
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}
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[ContextMenu("Set 'To' to current value")]
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public override void SetEndToCurrentValue()
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{
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to = value.eulerAngles;
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}
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[ContextMenu("Assume value of 'From'")]
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private void SetCurrentValueToStart()
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{
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value = Quaternion.Euler(from);
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}
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[ContextMenu("Assume value of 'To'")]
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private void SetCurrentValueToEnd()
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{
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value = Quaternion.Euler(to);
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}
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}
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