Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
169 lines
4.8 KiB
C#
169 lines
4.8 KiB
C#
using System;
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using UnityEngine;
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using Wizard;
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public class CostCurveUI : MonoBehaviour
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{
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[Serializable]
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private class CostStruct
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{
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[SerializeField]
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public GameObject Parent;
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[SerializeField]
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public UILabel LabelCost;
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[SerializeField]
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public UILabel LabelCount;
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[SerializeField]
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public UIProgressBar Bar;
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public int Count;
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}
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[SerializeField]
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private int m_maxBarValue = 15;
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[SerializeField]
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private CostStruct m_original;
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[SerializeField]
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private UIProgressBar m_barAdditiveEffect;
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[SerializeField]
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private int m_barNum = 8;
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[SerializeField]
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private int m_minCost = 1;
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[SerializeField]
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private float m_barWidth = 25f;
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private CostStruct[] m_costArray;
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private CardMaster.CardMasterId _cardMasterId;
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public void Initialize(CardMaster.CardMasterId cardMasterId)
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{
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_cardMasterId = cardMasterId;
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}
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public void Refresh()
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{
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if (m_costArray != null)
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{
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for (int i = 0; i < m_costArray.Length; i++)
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{
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m_costArray[i].Count = 0;
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m_costArray[i].LabelCount.text = "0";
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m_costArray[i].Bar.value = 0f;
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}
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}
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}
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public void Refresh(int[] array)
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{
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Refresh();
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if (array != null)
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{
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for (int i = 0; i < array.Length; i++)
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{
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Add(array[i], withAnim: false);
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}
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}
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}
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public void Add(int cardId, bool withAnim)
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{
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ChangeValue(1, cardId, withAnim);
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}
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public void Sub(int cardId, bool withAnim)
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{
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ChangeValue(-1, cardId, withAnim);
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}
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private void ChangeValue(int addnum, int cardId, bool withAnim)
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{
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int num = Mathf.Min(Mathf.Max(CardMaster.GetInstance(_cardMasterId).GetCardParameterFromId(cardId).Cost, m_minCost), m_barNum) - m_minCost;
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CostStruct cost_this = m_costArray[num];
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cost_this.Count += addnum;
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if (withAnim && m_barAdditiveEffect != null)
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{
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m_barAdditiveEffect.gameObject.SetActive(value: true);
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UIProgressBar barAdditiveEffect = m_barAdditiveEffect;
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float value = (cost_this.Bar.value = (float)(cost_this.Count + addnum) / (float)m_maxBarValue);
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barAdditiveEffect.value = value;
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m_barAdditiveEffect.transform.position = cost_this.Bar.transform.position;
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m_barAdditiveEffect.alpha = 0.8f;
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TweenAlpha.Begin(m_barAdditiveEffect.gameObject, 0.4f, 0f);
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TweenScale anim = TweenScale.Begin(cost_this.LabelCount.gameObject, 0.2f, Vector3.one * 1.2f);
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TweenAlpha.Begin(cost_this.LabelCount.gameObject, 0.2f, 0f);
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EventDelegate ev = null;
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ev = new EventDelegate(delegate
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{
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anim.RemoveOnFinished(ev);
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cost_this.Bar.value = (float)cost_this.Count / (float)m_maxBarValue;
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cost_this.LabelCount.text = cost_this.Count.ToString() ?? "";
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cost_this.LabelCount.transform.localScale = Vector3.one * 0.8f;
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TweenScale.Begin(cost_this.LabelCount.gameObject, 0.2f, Vector3.one);
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TweenAlpha.Begin(cost_this.LabelCount.gameObject, 0.2f, 1f);
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});
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anim.onFinished.Add(ev);
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}
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else
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{
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cost_this.LabelCount.text = cost_this.Count.ToString() ?? "";
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cost_this.Bar.value = (float)cost_this.Count / (float)m_maxBarValue;
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}
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}
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private void Awake()
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{
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m_costArray = new CostStruct[m_barNum];
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m_original.LabelCost.text = m_minCost.ToString() ?? "";
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m_original.LabelCount.text = 0.ToString() ?? "";
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m_original.Bar.value = 0f;
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m_costArray[0] = m_original;
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for (int i = 1; i < m_barNum; i++)
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{
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m_costArray[i] = new CostStruct();
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GameObject obj = (m_costArray[i].Parent = UnityEngine.Object.Instantiate(m_original.Parent));
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obj.transform.parent = m_original.Parent.transform.parent;
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obj.transform.localScale = m_original.Parent.transform.localScale;
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Vector3 localPosition = m_original.Parent.transform.localPosition;
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localPosition.x += m_barWidth * (float)i;
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obj.transform.localPosition = localPosition;
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UIWidget[] componentsInChildren = obj.GetComponentsInChildren<UIWidget>();
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for (int j = 0; j < componentsInChildren.Length; j++)
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{
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if (componentsInChildren[j].name == m_original.LabelCost.name)
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{
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m_costArray[i].LabelCost = componentsInChildren[j].GetComponent<UILabel>();
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m_costArray[i].LabelCost.text = (i + m_minCost).ToString() ?? "";
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if (i == m_barNum - 1)
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{
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m_costArray[i].LabelCost.text += "⁺";
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}
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}
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else if (componentsInChildren[j].name == m_original.LabelCount.name)
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{
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m_costArray[i].LabelCount = componentsInChildren[j].GetComponent<UILabel>();
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m_costArray[i].LabelCount.text = 0.ToString() ?? "";
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}
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else if (componentsInChildren[j].name == m_original.Bar.name)
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{
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m_costArray[i].Bar = componentsInChildren[j].GetComponent<UIProgressBar>();
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m_costArray[i].Bar.value = 0f;
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}
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m_costArray[i].Count = 0;
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}
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}
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if (m_barAdditiveEffect != null)
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{
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m_barAdditiveEffect.gameObject.SetActive(value: false);
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}
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}
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}
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