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>
207 lines
6.9 KiB
C#
207 lines
6.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class SealedClassSelect : MonoBehaviour
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{
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[SerializeField]
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private UIGrid _classObjectsGrid;
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[SerializeField]
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private SealedClassSelectObject _classObjectOriginal;
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[SerializeField]
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private GameObject _effectsRoot;
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[SerializeField]
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private GameObject _cardDetailRoot;
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[SerializeField]
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private SealedClassSelectConfirmDialog _classSelectConfirmDialogPrefab;
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private readonly List<string> _unloadAssetList = new List<string>();
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private readonly Dictionary<int, List<CardListTemplate>> _cardObjectsDic = new Dictionary<int, List<CardListTemplate>>();
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private CardDetailUI _cardDetailDialog;
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private List<CardListTemplate> _cardDetailCardObjectList;
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private int _cardDetailCardIndex;
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public bool IsReady { get; private set; }
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private SealedData SealedData => Data.ArenaData.SealedData;
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public void Init()
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{
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StartCoroutine(InitCoroutine());
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}
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private IEnumerator InitCoroutine()
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{
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yield return StartCoroutine(CreateCardObjectsCoroutine());
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List<SealedClassSelectLoadRequest> loadRequestList = CreateClassSelectObjects();
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List<string> loadAssetList = loadRequestList.SelectMany((SealedClassSelectLoadRequest x) => x.LoadAssetList).ToList();
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yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadAssetList, delegate
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{
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_unloadAssetList.AddRange(loadAssetList);
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loadRequestList.ForEach(delegate(SealedClassSelectLoadRequest x)
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{
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x.LoadEndCallback();
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});
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}));
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IsReady = true;
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}
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public void Final()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_unloadAssetList);
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_unloadAssetList.Clear();
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}
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private List<SealedClassSelectLoadRequest> CreateClassSelectObjects()
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{
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List<SealedClassSelectLoadRequest> list = new List<SealedClassSelectLoadRequest>();
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foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
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{
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SealedClassSelectObject component = NGUITools.AddChild(_classObjectsGrid.gameObject, _classObjectOriginal.gameObject).GetComponent<SealedClassSelectObject>();
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int classId = classInfo.ClassId;
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SealedClassSelectObjectInitParam initParam = new SealedClassSelectObjectInitParam
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{
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CharaParam = null, // Pre-Phase-5b: no chara master headless
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CardObjectList = _cardObjectsDic[classId],
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SelectButtonClickCallback = delegate
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{
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OnSelectClass(classId);
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},
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EffectRoot = _effectsRoot,
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UnloadAssetList = _unloadAssetList
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};
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list.Add(component.Init(initParam));
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}
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_classObjectsGrid.Reposition();
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return list;
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}
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private IEnumerator CreateCardObjectsCoroutine()
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{
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List<int> cardNums = (from x in SealedData.ClassInfoList.SelectMany((SealedClassInfo x) => x.PublishedCardInfoList)
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select x.SealedCardId).ToList();
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UIManager uiMgr = UIManager.GetInstance();
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bool isLoaded = false;
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uiMgr.CardLoadSelect(null, cardNums, base.gameObject.layer, is2D: true, delegate
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{
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isLoaded = true;
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});
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while (!isLoaded)
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{
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yield return null;
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}
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List<UIBase_CardManager.CardObjData> cardList2DObjs = uiMgr.getCardList2DObjs();
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List<UIBase_CardManager.CardObjData> list = new List<UIBase_CardManager.CardObjData>(cardList2DObjs);
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cardList2DObjs.Clear();
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List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
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_unloadAssetList.AddRange(new List<string>(cardListAssetPathList));
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cardListAssetPathList.Clear();
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_cardDetailDialog = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
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_cardDetailDialog.ChangeCardMaster(FormatBehaviorManager.GetDefaultBehaviour(Format.Sealed).CardMasterId);
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_cardDetailDialog.gameObject.SetActive(value: false);
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_cardDetailDialog.OnDragCard = CardDetailDragCallback;
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_cardDetailDialog.OnDetailCardUpdate = UpdateCardDetailArrowButtonVisible;
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int num = 0;
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foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
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{
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List<CardListTemplate> list2 = new List<CardListTemplate>();
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_cardObjectsDic.Add(classInfo.ClassId, list2);
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for (int num2 = 0; num2 < classInfo.PublishedCardInfoList.Count; num2++)
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{
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GameObject cardObject = list[num++].CardObj;
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CardListTemplate component = cardObject.GetComponent<CardListTemplate>();
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list2.Add(component);
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component.SetId(classInfo.PublishedCardInfoList[num2].SealedCardId);
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component.SetScale(0.64f);
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component.AddDepth(5);
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component.HideNum();
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int tempIndex = num2;
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component.AddColliderToFrame(0.85f).onClick = delegate
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{
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_cardDetailCardObjectList = list2;
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_cardDetailCardIndex = tempIndex;
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_cardDetailDialog.OnPushCardDetailOn(cardObject);
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};
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}
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}
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}
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private void OnSelectClass(int classId)
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{
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OpenClassSelectConfirmDialog(classId);
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}
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private void OpenClassSelectConfirmDialog(int classId)
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{
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Action<Action> decideClassFunc = delegate(Action gotoNextScene)
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{
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SealedData.UnregisterAllSealedCard();
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StartCoroutine(Toolbox.NetworkManager.Connect(new SealedSelectClassTask(classId), delegate
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{
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gotoNextScene();
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}));
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};
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SystemText systemText = Data.SystemText;
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetTitleLabel(systemText.Get("Sealed_ClassSelect_0002"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.GrayBtn_CancelBtn_BlueBtn);
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dialogBase.SetButtonText(systemText.Get("Sealed_ClassSelect_0006"), null, systemText.Get("Common_0003"));
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dialogBase.onPushButton1 = delegate
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{
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decideClassFunc(SealedController.GoToSealedDeckEdit);
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};
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dialogBase.onPushButton3 = delegate
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{
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decideClassFunc(SealedController.GoToSealedCardPackOpen);
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};
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dialogBase.ClickSe_Btn1 = 0;
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dialogBase.ClickSe_Btn3 = 0;
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SealedClassSelectConfirmDialog component = UnityEngine.Object.Instantiate(_classSelectConfirmDialogPrefab.gameObject).GetComponent<SealedClassSelectConfirmDialog>();
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component.Init(classId, SealedData.ClassInfoList.Find((SealedClassInfo x) => x.ClassId == classId).PublishedCardInfoList.Select((SealedCardInfo x) => x.SealedCardId).ToList());
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dialogBase.SetObj(component.gameObject);
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}
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private void CardDetailDragCallback(Vector2 vec)
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{
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if (!_cardDetailDialog.IsEnableShowDetail)
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{
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return;
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}
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float x = vec.x;
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if (!(Mathf.Abs(x) < 70f))
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{
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int num = _cardDetailCardIndex + ((!(x > 0f)) ? 1 : (-1));
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if (num >= 0 && _cardDetailCardObjectList.Count > num)
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{
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_cardDetailDialog.CloseDefault(playSe: false);
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_cardDetailDialog.ShowCardDetail(_cardDetailCardObjectList[num].gameObject);
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_cardDetailCardIndex = num;
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UpdateCardDetailArrowButtonVisible();
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}
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}
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}
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private void UpdateCardDetailArrowButtonVisible()
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{
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_cardDetailDialog.LeftButtonVisible = _cardDetailCardIndex != 0;
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_cardDetailDialog.RightButtonVisible = _cardDetailCardIndex != _cardDetailCardObjectList.Count - 1;
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}
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}
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