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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using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Mulligan;
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public class SingleMulliganMgr : MulliganMgrBase
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{
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public override VfxBase Submit(BattleManagerBase battleManager)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.Submit(battleManager));
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if (GameMgr.GetIns().IsAINetwork && !battleManager.IsRecovery)
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{
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sequentialVfxPlayer.Register(parallelVfxPlayer);
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return sequentialVfxPlayer;
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}
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parallelVfxPlayer.Register(PlayerChangeCardVfx(battleManager));
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parallelVfxPlayer.Register(EnemyChangeCardVfx(battleManager));
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sequentialVfxPlayer.Register(parallelVfxPlayer);
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sequentialVfxPlayer.Register(CompleteMulligan(battleManager));
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return sequentialVfxPlayer;
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}
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public override VfxBase InitMulligan(MulliganInfoControl mulliganInfo, IPlayerView view)
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{
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VfxBase result = base.InitMulligan(mulliganInfo, view);
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if (GameMgr.GetIns().IsAINetwork && !BattleManagerBase.GetIns().IsRecovery)
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{
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((AINetworkBattleManager)BattleManagerBase.GetIns()).SetupMulliganLaunchCompleteEvent();
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}
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return result;
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}
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public void AIMulliganEndAction()
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{
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BattleManagerBase ins = BattleManagerBase.GetIns();
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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parallelVfxPlayer.Register(PlayerChangeCardVfx(ins));
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parallelVfxPlayer.Register(EnemyChangeCardVfx(ins));
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sequentialVfxPlayer.Register(parallelVfxPlayer);
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sequentialVfxPlayer.Register(CompleteMulligan(ins));
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ins.VfxMgr.RegisterSequentialVfx(sequentialVfxPlayer);
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}
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public override VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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btlMgrIns.EnemyAI.Mulligan(list, btlMgrIns.BattleEnemy, btlMgrIns.BattlePlayer);
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VfxBase result = _opponentMulliganControl.SubmitMulliganVfx(list);
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btlMgrIns.BattleEnemy.CallRecordingMulligan(list, btlMgrIns.BattleEnemy.HandCardList.Select((BattleCardBase c) => c.Index).ToList());
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return result;
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}
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public override VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.MulliganStartDraw(firstAttack, skillProcessor));
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_opponentMulliganControl.GetBattlePlayer().DrawCards(_opponentMulliganControl.GetFirstDrawList(), skillProcessor, isOpen: false, isMulligan: true);
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return sequentialVfxPlayer;
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}
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public override VfxBase CompleteMulligan(BattleManagerBase battleMgr)
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{
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VfxBase vfx = base.CompleteMulligan(battleMgr);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(vfx);
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sequentialVfxPlayer.Register(battleMgr.StartBattle());
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return sequentialVfxPlayer;
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}
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}
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