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>
158 lines
3.0 KiB
C#
158 lines
3.0 KiB
C#
using UnityEngine;
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public class MyPageCardPanelAnimation : MonoBehaviour
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{
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public enum State
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{
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Start,
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End
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}
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private float ClickRotateTimeTotal;
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private float ClickRotateTime;
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private float ClickIndex;
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private bool _isCutCardMotion;
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private State _state = State.End;
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private float _timer;
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private float[] _randomTimer;
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private int[] _randomDir;
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private GameObject[] _cardPanel;
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private UIPanel[] _panel;
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private Vector3[] _defaultPosition;
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public bool IsCardMoving
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{
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get
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{
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if (!(ClickRotateTime > 0f))
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{
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return _state != State.End;
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}
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return true;
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}
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}
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public void SetCardPanelList(GameObject[] list)
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{
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_cardPanel = new GameObject[list.Length];
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for (int i = 0; i < list.Length; i++)
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{
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_cardPanel[i] = list[i];
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MyPageCardPanel component = list[i].GetComponent<MyPageCardPanel>();
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if (component != null)
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{
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component.Index = i;
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}
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}
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InitRandom();
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InitializePanel();
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}
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public void UpdateCardPanelDefaultPosition(Vector3[] newPosition)
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{
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_defaultPosition = newPosition;
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}
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private void InitializePanel()
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{
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if (_panel == null)
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{
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_panel = new UIPanel[_cardPanel.Length];
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_defaultPosition = new Vector3[_cardPanel.Length];
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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GameObject gameObject = _cardPanel[i];
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_panel[i] = gameObject.GetComponent<UIPanel>();
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_defaultPosition[i] = gameObject.transform.localPosition;
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}
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}
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}
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public void StartCardPanelAnimation(bool isCutCardMotion)
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{
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_state = State.Start;
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_timer = 0f;
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_isCutCardMotion = isCutCardMotion;
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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GameObject obj = _cardPanel[i];
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Vector3 localPosition = obj.transform.transform.localPosition;
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localPosition.x = -22100f;
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obj.transform.transform.localPosition = localPosition;
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iTween.Stop(obj);
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}
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}
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private void ColorChange(bool isForceOpacity = false)
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{
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if (_panel == null)
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{
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return;
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}
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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if (_panel[i].alpha < 1f && !isForceOpacity)
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{
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float alpha = _panel[i].alpha;
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alpha += Time.deltaTime * 4f;
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if (alpha >= 1f)
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{
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alpha = 1f;
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}
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_panel[i].alpha = alpha;
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}
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else
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{
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_panel[i].alpha = 1f;
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}
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}
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}
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public void OnClicked(int i, bool isPlaySe = true)
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{
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ClickRotateTimeTotal = 1f;
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ClickRotateTime = ClickRotateTimeTotal;
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ClickIndex = i;
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if (isPlaySe)
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{
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}
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}
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public void StopMove()
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{
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_state = State.End;
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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iTween.Stop(_cardPanel[i]);
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if (_panel != null)
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{
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_panel[i].alpha = 1f;
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}
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}
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InitRandom();
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ColorChange(isForceOpacity: true);
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}
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private void InitRandom()
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{
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_randomDir = new int[_cardPanel.Length];
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_randomTimer = new float[_cardPanel.Length];
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for (int i = 0; i < _cardPanel.Length; i++)
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{
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_randomDir[i] = (((double)Random.value > 0.5) ? 1 : (-1));
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_randomTimer[i] = Random.Range(-0.3f, 0f);
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}
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}
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}
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