First green: a zero-skill vanilla follower (100011010, neutral 1/2) resolves to correct authoritative state HEADLESS via IsForecast/IsRecovery + ActionProcessor. PlayCard (DP4), no Unity runtime. §5 oracle passes (PP-cost; hand->in-play; atk/health == CardCSVData base; opponent unchanged; no exception). VERDICT: the port approach is validated through the resolution path, not just M1's compile path. VanillaFollowerOracleTests.Vanilla_follower_resolves_to_correct_state — GREEN. HeadlessCardMaster now loads the follower's real id from cards.json. Resolution-path shim/engine gaps closed (all mechanical no-op fills or data seams, never a Unity/logic wall): - M1 mis-cut copies (DP1/DP3 — pure no-op logic wrongly stubbed to null): Engine/Wizard.Battle.View.Vfx/NullCardVfxCreator.cs (its GetInstance() singleton was nulled) + its dep NotEmptyNullVfx.cs. Deleted the generated NullCardVfxCreator stub + its _IfaceImpl block; both manifested, check_drift clean. - _IfaceImpl explicit-impl shadow: interface-typed view/mgr calls dispatch to the explicit impls (which returned default!), shadowing public stubs. Fixed IBattlePlayerView.GetSideLogControl (SkillProcessor side-log tail) to return a non-null no-op. KEY M3+ learning: fix _IfaceImpl.g.cs for interface-typed NREs. (GameMgr/component-model/Resources/IClassBattleCardView shim fills + CardIconControl copy + the SVSim.BattleEngine.Tests project landed in the prior commit 2b50657.) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
237 lines
5.3 KiB
C#
237 lines
5.3 KiB
C#
using UnityEngine;
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namespace Wizard.Battle.View.Vfx;
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public class NullCardVfxCreator : ICardVfxCreator
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{
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private static NullCardVfxCreator m_instance;
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public static NullCardVfxCreator GetInstance()
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{
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if (m_instance == null)
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{
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m_instance = new NullCardVfxCreator();
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}
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return m_instance;
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}
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private NullCardVfxCreator()
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{
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}
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public VfxBase CreateDraw(Vector3 pos, bool isCardRare)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreatePick()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfx.GetInstance();
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}
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public VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxBase CreateGeton(Transform vehicleCardTrans, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose)
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{
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return NullVfxWithLoading.GetInstance();
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}
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public VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead, bool isEvolve, bool skipWait)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateGuardStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateGuardStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateKillerStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateKillerStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateProtectionStart(ProtectionColorType tyep)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateProtectionStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateNotBeAttackedStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateNotBeAttackedStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateUntouchableStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateUntouchableStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateSneakStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateSneakStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateForceCantAttackStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateForceCantAttackStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDrainStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDrainStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttackFloatUp()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateMoving(Vector3 pos)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage)
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{
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return NotEmptyNullVfx.GetInstance();
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}
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public VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateMaskCardInPlay()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateReflectionStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateReflectionStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateHeavenlyAegisStart()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateHeavenlyAegisStop()
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{
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return NullVfx.GetInstance();
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}
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public VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect)
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{
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return NullVfx.GetInstance();
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}
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}
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