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>
267 lines
4.7 KiB
C#
267 lines
4.7 KiB
C#
using System;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/Interaction/Button Color")]
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public class UIButtonColor : UIWidgetContainer
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{
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public enum State
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{
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Normal,
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Hover,
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Pressed,
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Disabled
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}
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public GameObject tweenTarget;
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public Color hover = new Color(1f, 1f, 1f, 1f);
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public Color pressed = new Color(1f, 1f, 1f, 1f);
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public Color disabledColor = Color.grey;
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public float duration = 0.2f;
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[NonSerialized]
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protected Color mStartingColor;
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[NonSerialized]
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protected Color mDefaultColor;
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[NonSerialized]
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protected bool mInitDone;
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[NonSerialized]
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protected UIWidget mWidget;
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[NonSerialized]
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protected State mState;
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public State state
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{
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get
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{
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return mState;
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}
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set
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{
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SetState(value, instant: false);
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}
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}
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public Color defaultColor
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{
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get
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{
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if (!mInitDone)
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{
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OnInit();
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}
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return mDefaultColor;
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}
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set
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{
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if (!mInitDone)
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{
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OnInit();
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}
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mDefaultColor = value;
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State state = mState;
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mState = State.Disabled;
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SetState(state, instant: false);
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}
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}
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public virtual bool isEnabled
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{
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get
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{
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return base.enabled;
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}
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set
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{
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base.enabled = value;
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}
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}
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protected virtual void OnInit()
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{
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mInitDone = true;
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if (tweenTarget == null)
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{
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tweenTarget = base.gameObject;
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}
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if (tweenTarget != null)
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{
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mWidget = tweenTarget.GetComponent<UIWidget>();
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}
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if (mWidget != null)
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{
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mDefaultColor = mWidget.color;
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mStartingColor = mDefaultColor;
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}
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else
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{
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if (!(tweenTarget != null))
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{
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return;
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}
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Renderer component = tweenTarget.GetComponent<Renderer>();
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if (component != null)
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{
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mDefaultColor = (Application.isPlaying ? component.material.color : component.sharedMaterial.color);
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mStartingColor = mDefaultColor;
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return;
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}
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Light component2 = tweenTarget.GetComponent<Light>();
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if (component2 != null)
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{
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mDefaultColor = component2.color;
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mStartingColor = mDefaultColor;
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}
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else
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{
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tweenTarget = null;
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mInitDone = false;
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}
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}
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}
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protected virtual void OnEnable()
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{
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if (mInitDone)
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{
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OnHover(UICamera.IsHighlighted(base.gameObject));
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}
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if (UICamera.currentTouch != null)
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{
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if (UICamera.currentTouch.pressed == base.gameObject)
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{
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OnPress(isPressed: true);
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}
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else if (UICamera.currentTouch.current == base.gameObject)
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{
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OnHover(isOver: true);
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}
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}
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}
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protected virtual void OnHover(bool isOver)
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{
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if (isEnabled)
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{
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if (!mInitDone)
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{
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OnInit();
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}
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if (tweenTarget != null)
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{
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SetState(isOver ? State.Hover : State.Normal, instant: false);
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}
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}
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}
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protected virtual void OnPress(bool isPressed)
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{
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if (!isEnabled || UICamera.currentTouch == null)
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{
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return;
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}
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if (!mInitDone)
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{
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OnInit();
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}
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if (!(tweenTarget != null))
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{
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return;
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}
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if (isPressed)
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{
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SetState(State.Pressed, instant: false);
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}
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else if (UICamera.currentTouch.current == base.gameObject)
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{
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if (UICamera.currentScheme == UICamera.ControlScheme.Controller)
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{
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SetState(State.Hover, instant: false);
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}
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else if (UICamera.currentScheme == UICamera.ControlScheme.Mouse && UICamera.hoveredObject == base.gameObject)
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{
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SetState(State.Hover, instant: false);
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}
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else
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{
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SetState(State.Normal, instant: false);
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}
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}
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else
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{
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SetState(State.Normal, instant: false);
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}
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}
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protected virtual void OnDragOver()
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{
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if (isEnabled)
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{
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if (!mInitDone)
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{
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OnInit();
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}
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if (tweenTarget != null)
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{
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SetState(State.Pressed, instant: false);
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}
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}
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}
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protected virtual void OnDragOut()
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{
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if (isEnabled)
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{
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if (!mInitDone)
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{
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OnInit();
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}
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if (tweenTarget != null)
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{
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SetState(State.Normal, instant: false);
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}
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}
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}
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public virtual void SetState(State state, bool instant)
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{
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if (!mInitDone)
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{
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mInitDone = true;
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OnInit();
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}
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if (mState != state)
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{
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mState = state;
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UpdateColor(instant);
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}
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}
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public void UpdateColor(bool instant)
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{
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if (tweenTarget != null)
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{
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TweenColor tweenColor = mState switch
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{
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State.Hover => TweenColor.Begin(tweenTarget, duration, hover),
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State.Pressed => TweenColor.Begin(tweenTarget, duration, pressed),
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State.Disabled => TweenColor.Begin(tweenTarget, duration, disabledColor),
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_ => TweenColor.Begin(tweenTarget, duration, mDefaultColor),
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};
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if (instant && tweenColor != null)
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{
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tweenColor.value = tweenColor.to;
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tweenColor.enabled = false;
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}
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}
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}
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}
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