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/SkinProductDetail.cs
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65
SVSim.BattleEngine/Engine/Wizard/SkinProductDetail.cs
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using Cute;
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using UnityEngine;
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using Wizard.Scripts.Network.Data.TaskData.SkinPurchase;
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namespace Wizard;
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public class SkinProductDetail : BaseProductDetail
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{
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private const int WIDTH_PRODUCT_IMG_NORMAL = 249;
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private const int HEIGHT_PRODUCT_IMG_NORMAL = 199;
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private const int WIDTH_PRODUCT_IMG_LARGE = 370;
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private const int HEIGHT_PRODUCT_IMG_LARGE = 213;
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[SerializeField]
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private GameObject _detailObjsParent;
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[SerializeField]
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private ProductDetailPlate _productTemplate;
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public void SetMultiProductDetail(SkinSeriesPurchaseInfo seriesInfo)
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{
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Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(seriesInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ShopClassSkin, isfetch: true));
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SetProductDetail(textureProductImage, seriesInfo.rewardInfoList);
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if (Data.Master.LeaderSkinSeriesIdDic[seriesInfo.series_id].IsLargeImage)
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{
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_texProductImg.width = 370;
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_texProductImg.height = 213;
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}
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else
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{
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_texProductImg.width = 249;
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_texProductImg.height = 199;
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}
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_SetMultiSupplyList(seriesInfo);
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ResetPositionScrollView();
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}
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public void SetSingleProductDetail(SkinProductInfo productInfo, string descriptionText = null)
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{
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_productTemplate.gameObject.SetActive(value: false);
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Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(productInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail, isfetch: true));
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SetProductDetail(textureProductImage, productInfo.rewardInfoList, descriptionText);
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}
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private void _SetMultiSupplyList(SkinSeriesPurchaseInfo info)
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{
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bool flag = info.is_completed && info._rewardStatus != SkinSeriesPurchaseInfo.RewardStatus.not_got;
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for (int i = 0; i < info.productList.Count; i++)
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{
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SkinProductInfo skinProductInfo = info.productList[i];
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if (!skinProductInfo.is_purchased || flag)
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{
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GameObject obj = NGUITools.AddChild(_detailObjsParent.gameObject, _productTemplate.gameObject);
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obj.transform.localPosition = Vector3.up * TailPosY;
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ProductDetailPlate component = obj.GetComponent<ProductDetailPlate>();
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ClassCharacterMasterData charaPrmBySkinId = GameMgr.GetIns().GetDataMgr().GetCharaPrmBySkinId(skinProductInfo.leader_skin_id);
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TailPosY -= component.SetProductData(skinProductInfo.saleInfo.name, charaPrmBySkinId, skinProductInfo.rewardInfoList);
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}
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}
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_productTemplate.gameObject.SetActive(value: false);
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}
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}
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