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>
221 lines
5.8 KiB
C#
221 lines
5.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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public class BackGroundBase
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{
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protected string _bgmId;
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protected BattleCamera _battleCamera;
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protected GameObject _fieldModel;
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protected GameObject _fieldParticles;
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protected IDictionary<string, Animation> m_FieldAnimationDictionary;
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protected IDictionary<string, GameObject> _fieldObjDictionary;
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protected IDictionary<string, Animator> m_FieldAnimatorDictionary;
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protected IDictionary<string, ParticleSystem> _fieldParticleSystemDictionary;
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protected IDictionary<string, int> _gimicCntDictionary;
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public string[] GimicAudioList;
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protected string _str3DFieldNo;
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protected string _str3DFieldPath;
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protected BattleManagerBase m_BtlMgrIns;
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protected string m_FieldAssetPath;
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protected List<string> m_SoundAssetPathList;
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protected float m_RandomActionTime;
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protected bool IsFieldRandom;
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private Coroutine battleLoadCoroutine;
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public virtual int FieldId => 1;
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public virtual int FieldEffectId => FieldId;
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public GameObject Field { get; protected set; }
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public GameObject m_Battle3DContainer { get; protected set; }
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public GameObject m_BattleCutInContainer { get; protected set; }
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public SetShaderGlobalColorBG SetShaderGlobalColorBG { get; protected set; }
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public bool IsLoadDone { get; protected set; }
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public BackGroundBase(string bgmId = "NONE")
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{
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_battleCamera = null;
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m_Battle3DContainer = null;
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m_BattleCutInContainer = null;
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// Pre-Phase-5b: seeded m_BtlMgrIns from the ambient mgr. All Field*.cs subclass ctors
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// were stubbed to no-ops in chunk 3; nothing reads m_BtlMgrIns after that cull. Keeping
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// the field as null in headless is safe (no user of it survives the Field cull).
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m_BtlMgrIns = null;
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IsLoadDone = false;
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_str3DFieldNo = "";
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_str3DFieldPath = "";
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m_FieldAssetPath = "";
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Field = null;
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_fieldModel = null;
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_fieldParticles = null;
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_bgmId = bgmId;
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m_RandomActionTime = 0f;
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IsFieldRandom = false;
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m_SoundAssetPathList = new List<string>();
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_fieldObjDictionary = new Dictionary<string, GameObject>();
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m_FieldAnimationDictionary = new Dictionary<string, Animation>();
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m_FieldAnimatorDictionary = new Dictionary<string, Animator>();
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_fieldParticleSystemDictionary = new Dictionary<string, ParticleSystem>();
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_gimicCntDictionary = new Dictionary<string, int>();
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SetShaderGlobalColorBG = null;
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Physics.gravity = new Vector3(0f, 0f, 9.8f);
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_str3DFieldNo = GetFieldIdString(FieldId);
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_gimicCntDictionary.Add("FieldGimic1", 0);
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_gimicCntDictionary.Add("FieldGimic2", 0);
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_gimicCntDictionary.Add("FieldGimic3", 0);
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}
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public void Dispose()
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{
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UnityEngine.Object.DestroyImmediate(Field);
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Field = null;
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_fieldModel = null;
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_fieldParticles = null;
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_fieldObjDictionary.Clear();
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m_FieldAnimationDictionary.Clear();
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m_FieldAnimatorDictionary.Clear();
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_fieldParticleSystemDictionary.Clear();
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m_SoundAssetPathList.Clear();
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_gimicCntDictionary.Clear();
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SetShaderGlobalColorBG = null;
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BattleCoroutine.GetInstance().StopCoroutine(battleLoadCoroutine);
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}
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private string GetFieldIdString(int fieldId)
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{
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return fieldId.ToString((fieldId < 100) ? "00" : "0000");
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}
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protected virtual void BattleFieldBuild()
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{
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}
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protected virtual List<string> CollectAdditionalAssets()
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{
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return null;
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}
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public virtual void StartFieldSetEffect(Vector3 pos)
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{
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}
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public virtual void StartFieldTapEffect(int areaId, Vector3 pos)
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{
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m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable();
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}
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public void StartFieldOpening()
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{
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PlayBgm();
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OpeningVfx.OpenningLogStep = "StartFieldOpening";
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IsFieldRandom = true;
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BattleCoroutine.GetInstance().StartCoroutine(RunFieldOpening());
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}
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public void PlayBgm()
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{
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}
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protected virtual IEnumerator RunFieldOpening()
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{
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yield return new WaitForSeconds(0f);
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}
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public static IEnumerator ObjectChecker(float fWaitSecs, string strObjectFind, Action callback)
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{
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// Pre-Phase-5b: polled GameObject.Find + EffectMgr readiness flags. All Field*.cs
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// subclass BattleFieldBuild bodies were stubbed to no-ops in chunk 3; ObjectChecker
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// is now only reachable via dead code. Fire the callback immediately.
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yield return null;
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callback();
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}
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public void StartFieldGimic(GameObject obj)
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{
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if (!m_BtlMgrIns.GameMgr.IsReplayBattle && m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable())
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{
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BattleCoroutine.GetInstance().StartCoroutine(RunFieldGimic(obj));
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}
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}
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protected virtual IEnumerator RunFieldGimic(GameObject obj)
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{
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yield return new WaitForSeconds(0f);
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}
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public void StartFieldShake()
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{
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BattleCoroutine.GetInstance().StartCoroutine(RunFieldShake());
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}
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protected virtual IEnumerator RunFieldShake()
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{
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yield return new WaitForSeconds(0f);
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}
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public virtual void UpdateFieldRandom()
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{
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}
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public void AddParticleToFieldObjDictionary(string targetPath)
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{
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string[] array = targetPath.Split('/');
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List<Transform> list = new List<Transform>();
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list.Add(_fieldParticles.transform);
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List<Transform> list2 = new List<Transform>();
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for (int i = 0; i < array.Length; i++)
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{
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list2 = new List<Transform>();
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for (int j = 0; j < list.Count; j++)
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{
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list2.AddRange(FindAllChildByName(list[j], array[i]));
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}
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list = new List<Transform>(list2);
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}
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for (int k = 0; k < list2.Count; k++)
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{
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_fieldObjDictionary.Add(targetPath + "_" + k, list2[k].gameObject);
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}
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}
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public List<Transform> FindAllChildByName(Transform parent, string name)
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{
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List<Transform> list = new List<Transform>();
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for (int i = 0; i < parent.childCount; i++)
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{
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Transform child = parent.GetChild(i);
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if (child.name == name)
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{
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list.Add(child);
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}
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}
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return list;
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}
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}
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