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>
364 lines
14 KiB
C#
364 lines
14 KiB
C#
using System;
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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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using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.Card.InnerOptions;
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using Wizard.Battle.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public abstract class ClassBattleCardBase : BattleCardBase
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{
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public class ClassBuildInfo
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{
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public int charaId;
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public bool isPlayer;
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public int life;
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public BattlePlayerBase selfBattlePlayer;
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public BattlePlayerBase opponentBattlePlayer;
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public BattleManagerBase battleMgr;
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public IBattleResourceMgr resourceMgr;
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public ClassBuildInfo(bool _isPlayer, int _life, BattlePlayerBase _selfBattlePlayer, BattlePlayerBase _opponentBattlePlayer, BattleManagerBase _battleMgr, IBattleResourceMgr _resourceMgr)
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{
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isPlayer = _isPlayer;
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life = _life;
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selfBattlePlayer = _selfBattlePlayer;
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opponentBattlePlayer = _opponentBattlePlayer;
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battleMgr = _battleMgr;
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resourceMgr = _resourceMgr;
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}
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public ClassBuildInfo VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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{
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return new ClassBuildInfo(isPlayer, life, virtualSelfBattlePlayer, virtualOpponentBattlePlayer, battleMgr, resourceMgr);
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}
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}
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protected readonly ClassBuildInfo _classBuildInfo;
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protected int _baseMaxLife;
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public int BossRushStartLife;
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private static SkillCreator.CardSkillsBuildInfo _sharedEmptySkillInfo;
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public override int BaseMaxLife => _baseMaxLife;
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public override bool IsDead
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{
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get
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{
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if (base.IsDead)
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{
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return true;
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}
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if (base.SelfBattlePlayer.IsShortageDeck && !base.SelfBattlePlayer.IsShortageDeckWin)
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{
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return true;
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}
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if (base.OpponentBattlePlayer.IsShortageDeck && base.OpponentBattlePlayer.IsShortageDeckWin)
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{
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return true;
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}
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return false;
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}
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}
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public override bool IsLifeZeroDead
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{
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get
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{
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if (base.Life <= 0)
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{
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return !base.SkillApplyInformation.IsLifeZeroActivateLeonSkill;
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}
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return false;
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}
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}
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public override bool Attackable => false;
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public override bool IsClass => true;
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public override bool IsOnDraw => false;
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public override bool IsCantAttackClass => base.SkillApplyInformation.IsSkillCantAtkClass;
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public IClassBattleCardView ClassBattleCardView { get; private set; }
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public event Action OnDamageDestroy;
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public event Action<BattlePlayerBase, int> OnForceBerserkChange;
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public event Func<bool, VfxBase> OnBerserkCheck;
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public event Action<BattlePlayerBase, int> OnForceAvariceChange;
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public event Func<bool, VfxBase> OnAvariceCheck;
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public event Action<BattlePlayerBase, int> OnForceWrathChange;
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public event Func<bool, VfxBase> OnWrathCheck;
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public event Func<BattleCardBase, SkillProcessor, VfxBase> OnRetire;
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public VfxBase GetOnBerserkCheck(bool flg)
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{
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return this.OnBerserkCheck.GetAllFuncVfxResults(flg);
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}
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public void CallOnForceBerserkChange(int num)
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{
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this.OnForceBerserkChange.Call(base.SelfBattlePlayer, num);
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}
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public VfxBase GetOnAvariceCheck(bool flag)
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{
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return this.OnAvariceCheck.GetAllFuncVfxResults(flag);
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}
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public void CallOnForceAvariceChange(int number)
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{
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this.OnForceAvariceChange.Call(base.SelfBattlePlayer, number);
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}
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public VfxBase GetOnWrathCheck(bool flag)
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{
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return this.OnWrathCheck.GetAllFuncVfxResults(flag);
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}
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public void CallOnForceWrathChange(int number)
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{
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this.OnForceWrathChange.Call(base.SelfBattlePlayer, number);
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}
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protected ClassBattleCardBase(ClassBuildInfo classBuildInfo)
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: base(CreateBaseBuildInfo(classBuildInfo))
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{
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_classBuildInfo = classBuildInfo;
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}
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public override void Setup(bool createNullView = false, bool isRecreate = false)
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{
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base.Setup();
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_CacheBattlePlayer();
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ClassBattleCardView = (IClassBattleCardView)base.BattleCardView;
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}
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public void InitBaseMaxLife(int baseMaxLife)
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{
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_baseMaxLife = baseMaxLife;
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}
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protected virtual void _CacheBattlePlayer()
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{
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base.SelfBattlePlayer = (base.IsPlayer ? ((BattlePlayerBase)_classBuildInfo.battleMgr.BattlePlayer) : ((BattlePlayerBase)_classBuildInfo.battleMgr.BattleEnemy));
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base.OpponentBattlePlayer = ((!base.IsPlayer) ? ((BattlePlayerBase)_classBuildInfo.battleMgr.BattlePlayer) : ((BattlePlayerBase)_classBuildInfo.battleMgr.BattleEnemy));
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}
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public override DamageResult ApplyDamage(SkillBase skill, DamageParam damageParam, bool doesAttackerPossessKiller, bool isReflectedDamage, SkillProcessor skillProcessor, BattleCardBase reflectCard)
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{
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int damage = damageParam.Damage;
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bool isSkillDamage = skill != null;
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bool isSpellDamage = skill?.SkillPrm.ownerCard.IsSpell ?? false;
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BattleCardBase damageReflectionTarget = GetDamageReflectionTarget(isSkillDamage);
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if (damageReflectionTarget != this)
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{
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return damageReflectionTarget.ApplyDamage(skill, damageParam, doesAttackerPossessKiller: false, isReflectedDamage: true, skillProcessor, this);
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}
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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damageParam.Damage = CalculateFinalDamageAmount(damageParam.Damage, isSkillDamage, isSpellDamage, parallelVfxPlayer);
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int damage2 = damageParam.Damage;
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new SkillConditionCheckerOption
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{
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DefaultDamage = new DamageInfo(skill, damage),
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FixedDamage = new DamageInfo(skill, damage2)
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};
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BattleManagerBase ins = _buildInfo.BattleMgr;
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base.SkillApplyInformation.DamageLife(damageParam.Damage, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()), parallelVfxPlayer));
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SequentialVfxPlayer sequentialVfxPlayer2 = SequentialVfxPlayer.Create();
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if (IsDead)
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{
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sequentialVfxPlayer2.Register(CreatePullHandInVfx());
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this.OnDamageDestroy.Call();
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}
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base.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(this.OnBerserkCheck.GetAllFuncVfxResults(arg1: false));
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skillProcessor?.Register(base.Skills.CreateWhenDamageInfo(skill, skillProcessor, new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer), damage, damageParam.Damage));
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sequentialVfxPlayer.Register(base.ApplyDamage(skill, damageParam, doesAttackerPossessKiller, isReflectedDamage, skillProcessor, reflectCard).Vfx);
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sequentialVfxPlayer.Register(base.SelfBattlePlayer.StartSkillWhenChangeClassLife(skillProcessor));
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return new DamageResult(sequentialVfxPlayer, damageParam.Damage, damage2, sequentialVfxPlayer2, null, isReflectedDamage);
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}
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public override HealResult ApplyHealing(HealParam healParam, SkillProcessor skillProcessor)
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{
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BattleManagerBase ins = _buildInfo.BattleMgr;
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int num = HealLife(healParam.HealAmount, ins.CurrentTurn, ins.BattlePlayer.IsSelfTurn);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(CreateVfxWithCardPlayabilityRefresh(NullVfx.GetInstance()));
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new SkillConditionCheckerOption().HealingCardAndValue = new List<BattlePlayerBase.CardAndValue>
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{
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new BattlePlayerBase.CardAndValue(this, num)
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};
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base.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(this.OnBerserkCheck.GetAllFuncVfxResults(arg1: false));
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if (skillProcessor != null)
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{
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sequentialVfxPlayer.Register(base.SelfBattlePlayer.StartSkillWhenChangeClassLife(skillProcessor));
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}
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return new HealResult(num, sequentialVfxPlayer, CreatePullHandInVfx());
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}
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private VfxBase CreatePullHandInVfx()
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{
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return base.SelfBattlePlayer.BattleView.HandView.HandUnfocus();
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}
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public VfxBase DestroyBySpecialWin()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase Retire()
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(this.OnRetire.GetAllFuncVfxResults(this, new SkillProcessor()));
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return sequentialVfxPlayer;
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}
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public VfxBase LifeZeroActivateLeonSkill()
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{
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if (base.IsDestroyedBySkill || base.SelfBattlePlayer.IsShortageDeck || base.OpponentBattlePlayer.Class.IsDead || (base.OpponentBattlePlayer.IsShortageDeck && base.OpponentBattlePlayer.IsShortageDeckWin))
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{
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base.SkillApplyInformation.DepriveLifeZeroActivateLeonSkill();
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return NullVfx.GetInstance();
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}
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int num = 10;
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int cardId = 104741020;
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string fileName = "stt_quest_leon_1";
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string criSeName = "se_stt_quest_leon_1";
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float waitTime = 0.6f;
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string fileName2 = "stt_quest_leon_2";
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string criSeName2 = "se_stt_quest_leon_2";
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float waitTime2 = 0.5f;
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float num2 = 2f;
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float num3 = 3.5f;
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float waitTime3 = 0f;
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float waitTime4 = 1.5f;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
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List<BattleCardBase> list = new List<BattleCardBase>();
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list.AddRange(base.SelfBattlePlayer.InPlayCards);
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list.AddRange(base.OpponentBattlePlayer.InPlayCards);
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VfxBase vfxBase = null;
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vfxBase = ((!base.OpponentBattlePlayer.IsSelfTurn) ? WaitVfx.Create(waitTime3) : WaitVfx.Create(waitTime4));
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parallelVfxPlayer.Register(SequentialVfxPlayer.Create(vfxBase, base.SelfBattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.PROVOCATION, 0f)));
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sequentialVfxPlayer.Register(WaitVfx.Create(base.OpponentBattlePlayer.IsSelfTurn ? num3 : num2));
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MaxLifeSetModifier lifeModifier = new MaxLifeSetModifier(num);
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sequentialVfxPlayer.Register(base.SkillApplyInformation.GiveCombatValueModifier(null, lifeModifier, new SkillProcessor()));
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int num4 = ((base.Life < 0) ? (base.Life * -1) : 0);
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if (num4 != 0)
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{
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HealLife(num4, base.SelfBattlePlayer.Turn, base.SelfBattlePlayer.IsSelfTurn);
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}
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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HealParam healParam = new HealParam(num, this, this, applyModifier: false);
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HealResult healResult = ApplyHealing(healParam, new SkillProcessor());
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sequentialVfxPlayer.Register(healResult.PrehealVfxVfx);
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sequentialVfxPlayer.Register(healResult.HealVfx);
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sequentialVfxPlayer.Register(healResult.PosthealVfxVfx);
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base.SkillApplyInformation.DepriveLifeZeroActivateLeonSkill();
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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for (int i = 0; i < list.Count; i++)
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{
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if (list[i].SkillApplyInformation.IsIndependent)
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{
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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continue;
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}
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list[i].FlagCardAsDestroyedBySkill();
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parallelVfxPlayer2.Register(list[i].SelfBattlePlayer.CardManagement(list[i], new SkillProcessor(), BattlePlayerBase.CARD_MANAGEMENT.BANISH, isRandom: false));
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}
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sequentialVfxPlayer.Register(parallelVfxPlayer2);
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SkillBaseSummon.SummonedCardsList summonedCardsList = new SkillBaseSummon.SummonedCardsList();
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summonedCardsList.AddCardToSummonedCards(base.SelfBattlePlayer.CreateNextIndexCard(cardId));
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BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SelfBattlePlayer.IsPlayer, summonedCardsList, SkillBaseSummon.SUMMON_TYPE.TOKEN);
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VfxWithLoadingSequential vfxWithLoadingToRegister = base.SelfBattlePlayer.CardManagement(null, new SkillProcessor(), BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, null, summonInfo) as VfxWithLoadingSequential;
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base.SelfBattlePlayer.UpdateHandCardsPlayability();
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StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, _buildInfo.BattleMgr.BattleResourceMgr, base.SelfBattlePlayer.IsPlayer, isToken: true, isIgnoreVoice: false, isRandomVoice: false, isGetoff: false, isEvoVoice: false, 0f);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
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{
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BattleLogManager.GetInstance().BeginLogBlockTurnChangeReactive();
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BattleLogManager.GetInstance().AddLogSkillBuffSetLife(this, Wizard.Battle.UI.LogType.WhenDestroy, new List<BattleCardBase> { this }, num, isTargetInOpponentHand: false);
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BattleLogManager.GetInstance().AddLogSkillHeal(new List<BattleCardBase> { this }, new List<HealResult> { healResult });
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BattleLogManager.GetInstance().AddLogSkillDeath(list.Where((BattleCardBase c) => !c.SkillApplyInformation.IsIndependent).ToList());
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BattleLogManager.GetInstance().AddLogSkillSummon(summonedCardsList.summonedCards.ToList());
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BattleLogManager.GetInstance().EndLogBlockTurnChangeReactive();
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
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vfxWithLoadingSequential.RegisterVfxWithLoading(vfxWithLoadingToRegister);
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sequentialVfxPlayer.Register(vfxWithLoadingSequential);
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parallelVfxPlayer.Register(sequentialVfxPlayer);
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return parallelVfxPlayer;
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}
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public override VfxBase LoadResource(bool isLogging = false)
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{
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return ClassBattleCardView.LoadResource();
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}
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public override VfxBase UnloadResource()
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{
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return ClassBattleCardView.UnloadResource();
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}
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public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
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{
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return SequentialVfxPlayer.Create(base.BattleCardView.RecoveryInPlay(), NullVfx.GetInstance());
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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{
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VirtualClassBattleCard virtualClassBattleCard = new VirtualClassBattleCard(_classBuildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer));
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virtualClassBattleCard.InitBaseMaxLife(BaseMaxLife);
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CopyToVirtualCardBase(virtualClassBattleCard);
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return virtualClassBattleCard;
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}
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public void ClearSpineObject()
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{
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if (ClassBattleCardView != null)
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{
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ClassBattleCardView.ClearSpineObject();
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}
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}
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private static BuildInfo CreateBaseBuildInfo(ClassBuildInfo classBuildInfo)
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{
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(0);
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if (_sharedEmptySkillInfo == null)
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{
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_sharedEmptySkillInfo = SkillCreator.CreateBuildInfo(cardParameterFromId);
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}
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return new BuildInfo(null, 0, classBuildInfo.selfBattlePlayer, classBuildInfo.opponentBattlePlayer, classBuildInfo.selfBattlePlayer, _isPlayer: classBuildInfo.isPlayer, _innerOptions: new CardInnerOptionsBase(), _normalSkillBuildInfos: _sharedEmptySkillInfo.normalSkillBuildInfos, _evolveSkillBuildInfos: _sharedEmptySkillInfo.evolveSkillBuildInfos, _battleCardIndex: 0, _battleMgr: classBuildInfo.battleMgr, _resourceMgr: classBuildInfo.resourceMgr);
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}
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protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card)
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{
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return new ClassSkillApplyInformation(card);
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}
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}
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