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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60
SVSim.BattleEngine/Engine/Wizard/CrossoverRestrictedCard.cs
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60
SVSim.BattleEngine/Engine/Wizard/CrossoverRestrictedCard.cs
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using System.Collections.Generic;
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using LitJson;
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namespace Wizard;
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public class CrossoverRestrictedCard
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{
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public class Data
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{
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public readonly int BaseCardId;
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public readonly int Count;
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public Data(int baseCardId, int count)
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{
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BaseCardId = baseCardId;
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Count = count;
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}
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}
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private readonly List<Data> _mainClassDataList = new List<Data>();
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private readonly List<Data> _subClassDataList = new List<Data>();
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public void Parse(JsonData jsonData)
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{
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if (jsonData.TryGetValue("main_class", out var value) && value.IsObject)
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{
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foreach (string key in value.Keys)
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{
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if (int.TryParse(key, out var result))
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{
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_mainClassDataList.Add(new Data(result, value[key].ToInt()));
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}
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}
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}
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if (!jsonData.TryGetValue("sub_class", out var value2) || !value2.IsObject)
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{
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return;
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}
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foreach (string key2 in value2.Keys)
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{
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if (int.TryParse(key2, out var result2))
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{
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_subClassDataList.Add(new Data(result2, value2[key2].ToInt()));
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}
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}
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}
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public int GetRestrictedCountOrDefault(int baseCardId, ClassType classType, int defaultCount)
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{
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List<Data> list = ((classType == ClassType.MainClass) ? _mainClassDataList : _subClassDataList);
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int num = list.FindIndex((Data data) => data.BaseCardId == baseCardId);
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if (num >= 0)
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{
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return list[num].Count;
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}
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return defaultCount;
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}
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}
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