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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namespace Wizard.Scripts.Network.Data.TaskData.ItemPurchase;
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public class ItemPurchaseBuyTask : BaseTask
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{
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public class ItemPurchaseBuyTaskParam : BaseParam
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{
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public int purchase_id;
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public int rest;
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}
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public ItemPurchaseBuyTask()
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{
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base.type = ApiType.Type.ItemPurchaseBuy;
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}
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public void SetParameter(int purchaseId, int rest)
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{
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ItemPurchaseBuyTaskParam itemPurchaseBuyTaskParam = new ItemPurchaseBuyTaskParam();
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itemPurchaseBuyTaskParam.purchase_id = purchaseId;
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itemPurchaseBuyTaskParam.rest = rest;
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base.Params = itemPurchaseBuyTaskParam;
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}
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protected override int Parse()
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{
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int num = base.Parse();
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if (num != 1)
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{
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return num;
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}
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PlayerStaticData.UpdateHaveUserGoodsNumByJsonData(base.ResponseData["data"]["reward_list"]);
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return num;
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}
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}
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