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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namespace Wizard.Battle.View;
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public class HandParameter : MonoBehaviour
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{
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public enum IconLayout
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{
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Simple,
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FixedUse
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}
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private struct IconLayoutInfo
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{
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public Vector3 _attackPos;
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public Vector3 _lifePos;
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public Vector3 _costPos;
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}
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private static readonly IconLayoutInfo[] ICON_LAYOUT = new IconLayoutInfo[2]
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{
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new IconLayoutInfo
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{
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_attackPos = new Vector3(0f, 0f, 0f),
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_lifePos = new Vector3(0f, -45.73f, 0f),
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_costPos = new Vector3(0f, 0f, 0f)
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},
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new IconLayoutInfo
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{
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_attackPos = new Vector3(0f, -36f, 0f),
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_lifePos = new Vector3(0f, -83.1f, 0f),
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_costPos = new Vector3(0f, 6.3f, 0f)
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}
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};
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[SerializeField]
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public GameObject _attackIcon;
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[SerializeField]
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public UILabel _attackLabel;
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[SerializeField]
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public GameObject _lifeIcon;
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[SerializeField]
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public UILabel _lifeLabel;
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[SerializeField]
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public GameObject _costIcon;
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[SerializeField]
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public UILabel _costLabel;
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[SerializeField]
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public UISprite _costSprite;
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public void InitIconPos(IconLayout layout)
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{
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_attackIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._attackPos;
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_lifeIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._lifePos;
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_costIcon.transform.localPosition = ICON_LAYOUT[(int)layout]._costPos;
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}
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}
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