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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185
SVSim.BattleEngine/Engine/Wizard.Battle.View/IBattleCardView.cs
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185
SVSim.BattleEngine/Engine/Wizard.Battle.View/IBattleCardView.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View;
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public interface IBattleCardView
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{
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Vector3 ForecastIconPosition { get; }
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Vector3 ForecastIconScale { get; }
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float OriginalRootYPosition { get; }
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IReadOnlyBattleCardInfo CardInfo { get; }
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BattlePlayerReadOnlyInfoPair PlayerInfoPair { get; }
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IReadOnlyVoiceInfo VoiceInfo { get; }
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GameObject GameObject { get; }
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GameObject CardWrapObject { get; }
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Transform Transform { get; }
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CardTemplate CardTemplate { get; }
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BoxCollider Collider { get; }
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BattleCardIconAnimations BattleCardIconAnimations { get; }
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Func<bool> GetIsOnMove { get; }
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bool InPlayModelActive { get; set; }
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BattleCamera m_BattleCamera { get; }
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BackGroundBase m_BackGround { get; }
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HandParameter HandParam { get; }
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BattleCardView.AttackTargetSelectInfo _attackTargetSelectInfo { get; set; }
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InPlayCardFrameEffectControl _inPlayFrameEffect { get; set; }
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bool areArrowsForcedOff { get; set; }
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bool _isCardQueuedToBePlayed { get; set; }
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bool isHiddenFromHandView { get; set; }
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bool isHiddenFromInPlayView { get; set; }
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bool isHideFrameEffect { get; set; }
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bool _hasCardEnteredPlayQueue { get; set; }
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bool playVoiceOnDeath { get; set; }
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Coroutine _inPlayRearrangeCoroutine { get; set; }
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Coroutine _waitUntilCardIsInQueueCoroutine { get; set; }
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bool IsNullView { get; }
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bool IsLoadResorces { get; }
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void InitializeVoiceInfo(int cardID);
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void SetupIconAnimations(BattleCardBase card, SkillCollectionBase skills);
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VfxBase LoadResource();
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VfxBase GetResourcePathes(List<BattleManagerBase.ResourceInfo> resourceInfos);
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VfxBase LoadChoiceTransformCardsResources(BattleCardBase card);
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VfxBase GetChoiceTransformCardsResourcePathes(BattleCardBase card, List<BattleManagerBase.ResourceInfo> resourceInfos, bool isRecoveryFinish = false);
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void ResetTemplate();
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bool HasChild(string objectName);
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void AttachChild(string objectName, GameObject gameObject, bool isDestoryEarlierAttached = false);
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void ReserveAttachChild(string objectName);
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bool HasReservedAttachChild(string objectName);
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GameObject DetachChild(string objectName);
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void DestroyChild(string objectName);
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VfxBase UnloadResource();
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void UpdateMovability();
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void HideCanPlayEffect();
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GameObject GetCardMeshGameObject();
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void UpdateParameterView(int offence, int life, int cost, string name, bool isOnField, bool isRecovery = false, bool useNormalCost = false);
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void UpdateOffence(int offence);
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void UpdateLife(int life);
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void UpdateCost(List<int> costList, bool isGenerateInHand = true, bool playEffect = true, bool isForceUpdate = false, bool isOnlyFixedUseCost = false);
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List<int> GetUseCostList(int cost, bool useNomalCost = false);
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void UpdateCostWithoutFixedUse(int cost);
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void SetTillingAndOffset(Vector2 tilling, Vector2 offset);
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void SetVoiceFileCueName(string cueName);
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void PlayVoice(string voiceName);
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void StopVoice();
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void ShowInHandFrameEffect(bool enable);
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void ShowInHandFrameEffect(bool enable, HandCardFrameEffectType type);
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void ShowFusionMetamorphoseFrameEffect(bool enable);
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VfxBase ResetCardView(CardParameter baseParameter);
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VfxBase RecoveryInPlay();
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VfxBase RecoveryInHand();
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VfxBase ShowHandCardInfo(bool isRecovery = false, bool modifyParameterLabel = true);
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void HideHandCardInfo();
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VfxBase ShowAttackFinished();
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VfxBase ShowAttackFinished(SkillBase skill);
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void HideAttackFinished();
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VfxBase InitializeBattleCardIcon(BattleCardBase card, SkillCollectionBase collection, bool isStackWhiteRitual = false);
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VfxBase InitializeBattleCardStackIcon(BattleCardBase card, SkillCollectionBase collection);
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VfxBase ShowBattleCardIcon();
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void SetCostLabelEnable(bool isEnable);
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void SetNormalLabelEnable(bool isEnable);
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GameObject GetChild(string objectName);
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void InitHandParameter();
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void UpdateCostViewStrategy(bool isForceUpdate = false);
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void InitHandParameterIconPos(HandParameter.IconLayout layout);
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VfxBase UpdateBattleCardIconLabelNumber(BattleCardBase card, SkillCollectionBase collection);
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VfxBase UpdateStackWhiteRitualIconNumber();
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void SetCutInLayerNormalObject();
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void ResetPlayQueueFlags();
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void SetParameterIconEnable(bool isEnable);
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VfxBase AddBattleCardIcon(string iconType, string iconFileName);
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VfxBase DeleteBattleCardIcon(string iconType);
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void SetNotCancelColliderEnable(bool isEnable);
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void InitCostViewAnim();
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VfxBase LoadEvolveFrameEffect();
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VfxBase HideBattleCardIcon();
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}
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