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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SVSim.BattleEngine/Engine/Wizard.Dialog.Setting/ItemLabel.cs
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SVSim.BattleEngine/Engine/Wizard.Dialog.Setting/ItemLabel.cs
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using UnityEngine;
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namespace Wizard.Dialog.Setting;
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public class ItemLabel : Item
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{
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[SerializeField]
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private SettingBase _parant;
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[SerializeField]
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private UILabel _label;
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[SerializeField]
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private GameObject _separatorLineObj;
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private void Awake()
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{
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_label.text = string.Empty;
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_separatorLineObj.SetActive(value: false);
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}
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public void SetValue(string text)
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{
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_label.text = text;
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}
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public string GetValue()
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{
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return _label.text;
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}
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public override void AddChangeCallback(EventDelegate.Callback callback)
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{
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}
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public override void SetActive_SeparatorLine(bool isActive)
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{
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_separatorLineObj.SetActive(isActive);
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}
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}
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