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 UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.UI;
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public interface IClassInfomationUI
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{
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void ShowInfomation(bool playEffect = true);
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void NewReplayUpdateInfomation(NetworkBattleReceiver.ClassInfoUiInfo classInfo);
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void HideInfomation();
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void HideOtherInfomation();
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void HideAllInfomation();
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VfxBase LoadResources(Transform parent, bool isPlayer);
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void SetUpEvent(BattlePlayerBase player);
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void Recovery();
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GameObject GetInfomationUI();
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void SetIsSelect(bool flg);
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void SetInCardFocus(bool flg);
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void SetTouchable(bool flg);
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}
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88
SVSim.BattleEngine/Engine/Wizard.Battle.UI/LogType.cs
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88
SVSim.BattleEngine/Engine/Wizard.Battle.UI/LogType.cs
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namespace Wizard.Battle.UI;
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public enum LogType
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{
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Null,
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Turn,
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Cost,
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MulliganChanged,
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BuffAdd,
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BuffMultiply,
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BuffSetAttack,
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BuffSetLife,
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BuffAddMaxLife,
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BuffInHandAdd,
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Gain,
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AttachSkill,
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Heal,
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HealSkill,
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Damage,
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DamageSkill,
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CantAttack,
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ChantCount,
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GiveWhiteRitualStack,
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DepriveWhiteRitualStack,
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AttackCountRecovery,
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ChangeDeck,
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PlayChoice,
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Attack,
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AttackCounter,
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Metamorphose,
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UniteMaterial,
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Play,
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Summon,
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WhenPlay,
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WhenDestroy,
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WhenLeave,
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WhenAttackSelfAndOtherAfter,
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OtherEffect,
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EP,
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PP,
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PPMax,
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AddCost,
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SetCost,
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DrawToken,
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DrawCard,
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Enhance,
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Accelerate,
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Crystallize,
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OverDraw,
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OverDrawOnTurnStartDraw,
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UsePp,
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OpenDrawCard,
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ReturnCard,
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Discard,
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BanishHand,
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BanishDeck,
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Destroy,
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Banish,
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Evolution,
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EvolutionSkill,
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ChangeCemetery,
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AwakeBySkill,
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AwakeByTurnStart,
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BerserkBySkill,
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BerserkByWar,
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Necromance,
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Lose,
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ChangeClan,
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ChangeTribe,
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ChangePlayCount,
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BattleLogCardList,
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DeckSummonCardList,
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FusionInfoList,
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FusionIngredientList,
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BurialRite,
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ShortageDeckWin,
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CopiedSkill,
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RandomArray,
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Fusion,
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FusionIngredient,
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ClearDestroyedCardList,
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ClearSummonedCardList,
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Geton,
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GetonIngredient,
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GetoffIngredient,
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ReserveToken,
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NotConsumeEp
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}
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47
SVSim.BattleEngine/Engine/Wizard.Battle.UI/SkillGainType.cs
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47
SVSim.BattleEngine/Engine/Wizard.Battle.UI/SkillGainType.cs
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namespace Wizard.Battle.UI;
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public enum SkillGainType
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{
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Null,
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Drain,
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Guard,
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IgnoreGuard,
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Killer,
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NotBeAttacked,
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Quick,
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Rush,
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Sneak,
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AddDamage,
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HealModifier,
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ShieldAll,
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ShieldSkill,
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ShieldSpell,
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ShieldAttack,
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Untouchable,
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AttackCount,
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RemoveByDestroy,
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Indestructible,
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CantActivateFanfare,
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CantActivateShortageDeckWin,
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ForceAttack,
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ForceSkillTarget,
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AttractSkillTarget,
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Independent,
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NotBeDebuffed,
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DamageMaxClipping,
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LifeLowerLimit,
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TurnStartFixedPP,
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DecreaseTurnPP,
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CantPlayUnit,
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CantSummon,
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RepeatFanfare,
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RepeatLastWord,
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DamageCut,
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AttackByLife,
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Reflection,
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DontConsumeEp,
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RobLastWords,
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ShortageDeckWin,
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NotDecreasePP,
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Max
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}
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