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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86
SVSim.BattleEngine/Engine/Wizard/ToolboxGame.cs
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86
SVSim.BattleEngine/Engine/Wizard/ToolboxGame.cs
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using System.Collections;
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using UnityEngine;
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namespace Wizard;
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public static class ToolboxGame
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{
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private enum SYSTEM_INIT
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{
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SYSTEM_NOT_READY,
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SYSTEM_READY
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}
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public static SetUp SetUp = null;
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public static UIManager UIManager = null;
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public static GameMgr GameManager = null;
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public static bool isLoadFromLocal = false;
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public static bool isLoadLocalSound = false;
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public static bool bDebugLogMode = true;
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private static Transform _gameTransform = null;
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public static RealTimeNetworkAgent RealTimeNetworkAgent { get; private set; }
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public static Transform GameTransform
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{
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get
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{
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if (!_gameTransform)
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{
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GameObject gameObject = GameObject.Find("_Game");
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if ((bool)gameObject)
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{
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_gameTransform = gameObject.transform;
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}
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}
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return _gameTransform;
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}
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}
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public static void Clear()
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{
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UIManager = null;
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GameManager = null;
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}
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public static void ClearUIManager()
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{
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UIManager = null;
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}
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public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
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{
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RealTimeNetworkAgent = agent;
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}
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public static void DestroyNetworkAgent()
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{
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if (RealTimeNetworkAgent != null)
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{
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Object.DestroyImmediate(RealTimeNetworkAgent.gameObject);
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RealTimeNetworkAgent = null;
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}
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}
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public static IEnumerator CreateRealTimeNetworkBattleAgent(Matching matching = null)
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{
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string loadObjectPath = "TurnBase/_TurnBaseManager";
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if (GameMgr.GetIns().IsAINetwork)
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{
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loadObjectPath = "TurnBase/_AINetworkBaseManager";
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}
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yield return BattleCoroutine.GetInstance().StartCoroutine(GameMgr.GetIns().GetPrefabMgr().LoadAync(loadObjectPath));
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NGUITools.AddChild(GameObject.Find("_Game"), GameMgr.GetIns().GetPrefabMgr().Get(loadObjectPath));
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yield return null;
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if (matching != null)
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{
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RealTimeNetworkAgent.SettingMatchingClass(matching);
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}
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}
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}
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