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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35
SVSim.BattleEngine/Engine/Wizard/CrossoverRewardInfo.cs
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35
SVSim.BattleEngine/Engine/Wizard/CrossoverRewardInfo.cs
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using LitJson;
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namespace Wizard;
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public class CrossoverRewardInfo
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{
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public enum RewardStatus
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{
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NotAchieved,
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NotReceived,
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Received
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}
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public int RewardId;
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public int Rank;
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public int RewardType;
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public int RewardDetailId;
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public int RewardCount;
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public RewardStatus Status;
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public CrossoverRewardInfo(JsonData data)
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{
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RewardId = data["reward_id"].ToInt();
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Rank = data["rank"].ToInt();
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RewardType = data["reward_type"].ToInt();
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RewardDetailId = data["reward_detail_id"].ToInt();
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RewardCount = data["reward_count"].ToInt();
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Status = (RewardStatus)data["status"].ToInt();
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}
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}
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