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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88
SVSim.BattleEngine/Engine/Wizard/PuzzleUtil.cs
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88
SVSim.BattleEngine/Engine/Wizard/PuzzleUtil.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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namespace Wizard;
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public class PuzzleUtil
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{
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public static void SetPracticePuzzleData(int groupId, PuzzleQuestData data, int difficulty, DataMgr.BattleType battleType)
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{
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GameMgr.GetIns().GetDataMgr().PracticePuzzleGroupId = groupId;
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SetPuzzleQuestData(data, difficulty, battleType);
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}
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public static void SetPuzzleQuestData(PuzzleQuestData data, int difficulty, DataMgr.BattleType battleType)
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{
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CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(Format.Unlimited).CardMasterId);
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GameMgr.GetIns().IsPuzzleQuest = true;
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Data.CurrentFormat = Format.Unlimited;
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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dataMgr.m_BattleType = battleType;
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dataMgr.SetPlayerCharaIdBySkinId(data.PlayerSkin);
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dataMgr.SetPlayerSleeveId(3000011L);
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dataMgr.SetSelectDeckFormat(Format.Unlimited);
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dataMgr.Load();
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dataMgr.PuzzleEnemyClass = data.BattleData.EnemyClass;
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dataMgr.SetEnemyCharaId(data.EnemySkin);
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dataMgr.SetEnemySleeveId(3000011L);
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dataMgr.SetCurrentEnemyDeckData(Enumerable.Repeat(100011010, 40).ToList());
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dataMgr.LoadEnemyClassData();
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dataMgr.SetSoroPlay3DFieldID(data.StageId);
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dataMgr.SetStoryBgmID("NONE");
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dataMgr.PuzzleQuestId = data.Id;
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dataMgr.PuzzleDifficulty = difficulty;
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}
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public static void ChangeSceneToPuzzleQuest(PuzzleQuestData data)
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{
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QuestStartTask questStartTask = new QuestStartTask(isPuzzle: true);
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questStartTask.SetParameterForPuzzle(data.Id);
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(questStartTask, delegate
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{
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UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
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{
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IsShow_CardIntroduction = true
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};
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
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}));
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}
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public static void ChangeSceneToPracticePuzzle(PuzzleQuestData data)
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{
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PracticePuzzleBattleStartTask practicePuzzleBattleStartTask = new PracticePuzzleBattleStartTask();
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practicePuzzleBattleStartTask.SetParameter(data.Id);
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(practicePuzzleBattleStartTask, delegate
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{
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UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
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{
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IsShow_CardIntroduction = true
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};
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
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}));
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}
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public static IEnumerator OpenPuzzleSelectDialogCoroutine(Action<PuzzleQuestData, int> onDecide, Action<QuestOpenPuzzleDialogTask> onOpen = null, Action<QuestOpenPuzzleDialogTask> onClose = null)
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{
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QuestOpenPuzzleDialogTask task = new QuestOpenPuzzleDialogTask();
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yield return Toolbox.NetworkManager.Connect(task, delegate
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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});
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while (!task.IsResultSuccess)
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{
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yield return null;
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}
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List<string> loadList = PuzzleQuestSelectDialog.CollectResourcePath(task.PuzzleQuestInfo.DisplayDatas);
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yield return Toolbox.ResourcesManager.LoadAssetGroupAsync(loadList, null);
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UIManager.GetInstance().closeInSceneCenterLoading();
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PuzzleQuestSelectDialog.CreateDialog(task.PuzzleQuestInfo, onDecide).OnClose = delegate
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(loadList);
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onClose.Call(task);
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};
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onOpen.Call(task);
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}
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}
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