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/Wizard/CheckSpecialTitleTask.cs
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SVSim.BattleEngine/Engine/Wizard/CheckSpecialTitleTask.cs
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using LitJson;
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namespace Wizard;
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public class CheckSpecialTitleTask : BaseTask
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{
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public CheckSpecialTitleTask()
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{
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base.type = ApiType.Type.CheckSpecialTitle;
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}
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public int ParseTitleCheckData()
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{
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int num = 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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JsonData jsonData = base.ResponseData["data"];
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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string text = "0";
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dataMgr.TitleId = "0";
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if (jsonData.Keys.Contains("title_image_id"))
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{
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text = jsonData["title_image_id"].ToString();
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}
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if (text != "0" && text != "1")
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{
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if (SpecialTitleAssetBundle.IsAvailableTitleAssetBundle(text))
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{
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dataMgr.TitleId = text;
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}
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}
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else
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{
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dataMgr.TitleId = text;
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}
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return num;
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}
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}
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