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>
212 lines
5.9 KiB
C#
212 lines
5.9 KiB
C#
using UnityEngine;
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namespace Wizard;
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public class ClassInfoParts : MonoBehaviour
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{
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[SerializeField]
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private UILabel _labelClassName;
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[SerializeField]
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private UILabel _labelCharaName;
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[SerializeField]
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private UISprite _spriteClassIcon;
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[SerializeField]
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private GameObject _randomIcon;
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[SerializeField]
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private UILabel _subClassSeparator;
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[SerializeField]
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private UISprite _subClassIconSprite;
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[SerializeField]
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private UILabel _subClassNameLabel;
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[SerializeField]
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private GameObject _myRotationIconRoot;
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[SerializeField]
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private UIGrid _myRotationIconGrid;
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[SerializeField]
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private GameObject _myRotationIconOriginal;
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public UILabel ClassNameLabel => _labelClassName;
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public UILabel SubClassNameLabel => _subClassNameLabel;
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public UISprite ClassIconSprite => _spriteClassIcon;
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public UISprite SubClassIconSprite => _subClassIconSprite;
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public void InitByCharaPrm(ClassCharacterMasterData charaPrm, int chaosId = -1, string className = null)
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{
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if (base.gameObject == null)
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{
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return;
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}
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if (charaPrm == null)
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{
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base.gameObject.SetActive(value: false);
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return;
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}
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base.gameObject.SetActive(value: true);
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CardBasePrm.ClanType classColorId = charaPrm.ClassColorId;
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bool flag = !charaPrm.hide_class_name;
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if (_labelClassName != null)
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{
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_labelClassName.gameObject.SetActive(value: true);
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if (chaosId != -1)
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{
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switch (DataMgr.BattleType.FreeBattle) // Pre-Phase-5b: headless has no BattleType; FreeBattle default falls through
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{
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case DataMgr.BattleType.TwoPick:
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_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.ArenaData.TwoPickData.ChallengeData.ChaosNum);
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break;
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case DataMgr.BattleType.ColosseumTwoPick:
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_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.ArenaData.ColosseumData.ChaosNum);
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break;
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case DataMgr.BattleType.RoomTwoPick:
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case DataMgr.BattleType.TwoPickBackdraft:
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_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.MyPageNotifications.data.RoomRule.RoomChaosNum);
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break;
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}
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}
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else if (!string.IsNullOrEmpty(className))
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{
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_labelClassName.text = (flag ? className : string.Empty);
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}
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else
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{
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_labelClassName.text = (flag ? charaPrm._className : string.Empty);
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}
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ClassCharaPrm.SetClassLabelSetting(_labelClassName, classColorId);
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}
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if (_labelCharaName != null)
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{
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_labelCharaName.gameObject.SetActive(value: true);
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_labelCharaName.text = charaPrm.chara_name;
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ClassCharaPrm.SetClassLabelSetting(_labelCharaName, classColorId);
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}
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if (_spriteClassIcon != null)
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{
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_spriteClassIcon.gameObject.SetActive(value: true);
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_spriteClassIcon.spriteName = (flag ? ClassCharaPrm.GetIconSpriteName(charaPrm.clan) : string.Empty);
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}
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if (_randomIcon != null)
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{
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_randomIcon.SetActive(false /* Pre-Phase-5b: headless has no class prm */);
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}
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SetSubClassVisible(visible: false);
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SetMyRotationVisible(visible: false);
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}
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public void InitByCharaId(int charaId)
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{
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// Pre-Phase-5b: no chara master headless
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InitByCharaPrm(null);
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}
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public void InitBySkinId(int skinId)
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{
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// Pre-Phase-5b: no chara master headless
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InitByCharaPrm(null);
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}
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public void InitClassByDeckData(DeckData deck)
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{
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if (deck.Format == Format.MyRotation)
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{
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InitBySkinId(deck.GetSkinId());
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if (_labelClassName != null)
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{
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_labelClassName.text = deck.GetMyRotationClassName();
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}
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SetMyRotationInfo(Data.MyRotationAllInfo.Get(deck.MyRotationId), null /* Pre-Phase-5b: no chara master */);
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}
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else
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{
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SetMyRotationVisible(visible: false);
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InitBySkinId(deck.GetSkinId());
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}
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}
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public void SetCharacterNameHeight(int height)
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{
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_labelCharaName.height = height;
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}
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public void SetSubClass(CardBasePrm.ClanType subClass)
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{
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if (subClass != CardBasePrm.ClanType.ALL && subClass != CardBasePrm.ClanType.NONE)
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{
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SetSubClassVisible(visible: true);
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if (_subClassNameLabel != null)
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{
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_subClassNameLabel.text = ((int)subClass).ToString(); // Pre-Phase-5b: no clan-name lookup
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ClassCharaPrm.SetClassLabelSetting(_subClassNameLabel, subClass);
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}
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if (_subClassIconSprite != null)
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{
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_subClassIconSprite.spriteName = ClassCharaPrm.GetIconSpriteName(subClass);
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}
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}
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}
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public void SetMyRotationInfo(MyRotationInfo myRotationInfo, ClassCharacterMasterData classCharacterMasterData)
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{
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if (myRotationInfo == null)
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{
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return;
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}
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SetMyRotationVisible(visible: true);
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if (_labelClassName != null)
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{
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_labelClassName.text = DeckData.CreateMyRotationClassName(classCharacterMasterData.class_id, myRotationInfo);
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ClassCharaPrm.SetClassLabelSetting(_labelClassName, classCharacterMasterData.ClassColorId);
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}
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foreach (MyRotationInfo.MyRotationBonus ability in myRotationInfo.Abilities)
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{
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GameObject obj = NGUITools.AddChild(_myRotationIconGrid.gameObject, _myRotationIconOriginal);
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obj.GetComponent<UISprite>().spriteName = ability.IconName;
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obj.SetActive(value: true);
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}
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_myRotationIconGrid.Reposition();
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}
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private void SetSubClassVisible(bool visible)
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{
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if (_subClassSeparator != null)
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{
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_subClassSeparator.gameObject.SetActive(visible);
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}
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if (_subClassIconSprite != null)
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{
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_subClassIconSprite.gameObject.SetActive(visible);
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}
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if (_subClassNameLabel != null)
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{
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_subClassNameLabel.gameObject.SetActive(visible);
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}
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}
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private void SetMyRotationVisible(bool visible)
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{
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if (_myRotationIconRoot != null)
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{
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_myRotationIconRoot.SetActive(visible);
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}
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if (_myRotationIconOriginal != null)
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{
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_myRotationIconOriginal.SetActive(value: false);
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}
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if (visible && _myRotationIconGrid != null)
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{
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_myRotationIconGrid.transform.DestroyChildren();
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}
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}
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}
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