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>
240 lines
6.6 KiB
C#
240 lines
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Wizard;
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public class SimpleScrollViewUI : MonoBehaviour
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{
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public enum VerticalMovement
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{
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Top,
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Center,
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Bottom
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}
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[SerializeField]
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private int SCROLL_OBJECT_NUM = 6;
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[SerializeField]
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private UIScrollView _scrollView;
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[SerializeField]
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private UIWrapContent _wrapContent;
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[SerializeField]
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private UIScrollBarWrapContent _scrollBarWrapContent;
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[SerializeField]
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private WrapContentsScrollBarSize _wrapContentScrollBarSize;
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[SerializeField]
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private GameObject _plateOriginal;
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[SerializeField]
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private List<GameObject> _plateOriginals;
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private List<GameObject> _plateList = new List<GameObject>();
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private int _contentsNum;
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private Action<int, GameObject> _initializePlate;
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public List<GameObject> ActivePlateList => _plateList.Where((GameObject p) => p.activeInHierarchy).ToList();
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public void CreateScrollView(int contentsNum, Action<int, GameObject> InitializePlate)
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{
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_contentsNum = contentsNum;
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_initializePlate = InitializePlate;
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InitPlateList();
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SetScrollView();
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}
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public void CreateScrollView(List<int> indexes, Action<int, GameObject> InitializePlate)
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{
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_contentsNum = indexes.Count();
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_initializePlate = InitializePlate;
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InitPlateList();
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SetScrollView(indexes);
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}
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public void SetVisiable(bool isVisiable)
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{
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_scrollView.gameObject.SetActive(isVisiable);
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_scrollBarWrapContent.gameObject.SetActive(isVisiable);
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if (_plateOriginal != null)
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{
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_plateOriginal.gameObject.SetActive(isVisiable);
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}
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else
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{
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if (_plateOriginals == null)
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{
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return;
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}
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foreach (GameObject plateOriginal in _plateOriginals)
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{
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plateOriginal.SetActive(isVisiable);
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}
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}
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}
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private void InitPlateList()
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{
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for (int i = 0; i < _plateList.Count; i++)
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{
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UnityEngine.Object.DestroyImmediate(_plateList[i].gameObject);
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}
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_plateList.Clear();
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if (_plateOriginal != null)
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{
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_plateOriginal.gameObject.SetActive(value: false);
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}
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else
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{
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if (_plateOriginals == null)
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{
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return;
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}
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foreach (GameObject plateOriginal in _plateOriginals)
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{
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plateOriginal.SetActive(value: false);
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}
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}
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}
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private void SetScrollView(List<int> indexes = null)
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{
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_scrollView.gameObject.SetActive(value: true);
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_scrollBarWrapContent.gameObject.SetActive(value: true);
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_wrapContent.gameObject.SetActive(value: false);
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_wrapContent.cullContent = false;
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_wrapContent.EnableNoLimit = false;
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int num = Mathf.Min(_contentsNum, SCROLL_OBJECT_NUM);
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for (int i = 0; i < num; i++)
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{
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GameObject prefab = _plateOriginal;
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if (indexes != null && _plateOriginals != null)
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{
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prefab = _plateOriginals[indexes[i]];
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}
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GameObject gameObject = NGUITools.AddChild(_wrapContent.gameObject, prefab);
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gameObject.SetActive(value: false);
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_plateList.Add(gameObject);
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}
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_wrapContent.minIndex = -(_contentsNum - 1);
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_wrapContent.maxIndex = 0;
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_wrapContent.onInitializeItem = OnInitializeItem;
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_wrapContent.gameObject.SetActive(value: true);
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_wrapContent.enabled = true;
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ResetScrollView();
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}
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private void ResetScrollView()
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{
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_wrapContentScrollBarSize.ContentUpdate();
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_wrapContent.SortBasedOnScrollMovement();
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_scrollView.ResetPosition();
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_wrapContent.WrapContent();
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}
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private void OnInitializeItem(GameObject obj, int wrapIndex, int realIndex)
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{
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int num = -realIndex;
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if (num >= _contentsNum || num < 0)
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{
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obj.SetActive(value: false);
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return;
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}
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obj.SetActive(value: true);
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_initializePlate(num, obj);
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}
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public void MovePlateByIndex(int index, VerticalMovement move, bool allowMargin = false)
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{
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if (index < 0 || _contentsNum <= index || _scrollView.movement != UIScrollView.Movement.Vertical)
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{
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return;
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}
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UIPanel component = _scrollView.GetComponent<UIPanel>();
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float viewPanelHeight = component.height - 2f * component.clipSoftness.y;
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float num = _wrapContent.itemSize;
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if (!allowMargin)
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{
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if (HasMarginOnTopAfterMove(index, move, viewPanelHeight, num))
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{
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index = 0;
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move = VerticalMovement.Top;
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}
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else if (HasMarginOnButtonAfterMove(index, move, viewPanelHeight, num))
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{
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index = _contentsNum - 1;
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move = VerticalMovement.Bottom;
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}
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}
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float num2 = CalcVerticalMovementOffset(move, viewPanelHeight, num);
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float y = num * (float)index - num2;
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Vector3 relative = new Vector3(0f, y, 0f);
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_scrollView.ResetPosition();
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_scrollView.MoveRelative(relative);
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_wrapContent.WrapContent();
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}
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private bool HasMarginOnTopAfterMove(int index, VerticalMovement move, float viewPanelHeight, float plateSize)
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{
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return move switch
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{
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VerticalMovement.Top => false,
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VerticalMovement.Center => plateSize * (float)index + plateSize / 2f < viewPanelHeight / 2f,
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VerticalMovement.Bottom => plateSize * (float)(index + 1) < viewPanelHeight,
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_ => false,
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};
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}
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private bool HasMarginOnButtonAfterMove(int index, VerticalMovement move, float viewPanelHeight, float plateSize)
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{
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return move switch
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{
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VerticalMovement.Top => plateSize * (float)(_contentsNum - index) < viewPanelHeight,
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VerticalMovement.Center => plateSize * (float)(_contentsNum - (index + 1)) + plateSize / 2f < viewPanelHeight / 2f,
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VerticalMovement.Bottom => false,
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_ => false,
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};
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}
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private float CalcVerticalMovementOffset(VerticalMovement move, float viewPanelHeight, float plateSize)
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{
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return move switch
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{
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VerticalMovement.Top => 0f,
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VerticalMovement.Center => (viewPanelHeight - plateSize) / 2f,
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VerticalMovement.Bottom => viewPanelHeight - plateSize,
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_ => 0f,
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};
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}
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public void SetScrollViewLayoutByAcquireSkinCardPack()
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{
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SCROLL_OBJECT_NUM = 5;
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Transform obj = base.transform.Find("List");
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UIUtil.SetPositionY(obj, 0f);
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UIPanel component = obj.GetComponent<UIPanel>();
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Vector4 baseClipRegion = component.baseClipRegion;
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baseClipRegion.w = 472f;
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component.baseClipRegion = baseClipRegion;
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Transform obj2 = obj.transform.Find("AllScrollBG");
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UIUtil.SetPositionY(obj2, -5f);
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BoxCollider component2 = obj2.GetComponent<BoxCollider>();
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Vector3 size = component2.size;
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size.y = 472f;
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component2.size = size;
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_scrollBarWrapContent.foregroundWidget.height = 400;
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_scrollBarWrapContent.backgroundWidget.height = 400;
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UIPanel component3 = _scrollView.GetComponent<UIPanel>();
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Vector4 baseClipRegion2 = component3.baseClipRegion;
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baseClipRegion2.w = 443f;
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component3.baseClipRegion = baseClipRegion2;
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}
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}
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