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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47
SVSim.BattleEngine/Engine/Wizard/CardProtectTask.cs
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47
SVSim.BattleEngine/Engine/Wizard/CardProtectTask.cs
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using System.Collections.Generic;
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namespace Wizard;
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public class CardProtectTask : BaseTask
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{
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public class CardProtectTaskParam : BaseParam
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{
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public int card_id;
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public bool is_protected;
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}
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private CardProtectTaskParam _param;
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public CardProtectTask()
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{
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base.type = ApiType.Type.CardProtect;
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}
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public void SetParameter(int card_id, bool is_protected)
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{
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_param = new CardProtectTaskParam();
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_param.card_id = card_id;
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_param.is_protected = is_protected;
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base.Params = _param;
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}
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protected override int Parse()
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{
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int num = base.Parse();
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if (num != 1)
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{
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return num;
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}
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List<int> favoriteCardList = GameMgr.GetIns().GetDataMgr().FavoriteCardList;
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if (_param.is_protected)
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{
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favoriteCardList.Add(_param.card_id);
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}
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else
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{
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favoriteCardList.Remove(_param.card_id);
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}
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return num;
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}
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}
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