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>
182 lines
5.9 KiB
C#
182 lines
5.9 KiB
C#
using System.Collections;
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using UnityEngine;
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namespace Wizard;
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public class DeckSelectUIDialogTitle : MonoBehaviour
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{
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private static readonly Color32 FORMAT_COLOR_ROTATION = new Color32(43, 39, 144, byte.MaxValue);
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private static readonly Color32 FORMAT_COLOR_UNLIMITED = new Color32(125, 60, 37, byte.MaxValue);
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private static readonly Color32 FORMAT_COLOR_PRE_ROTATION = new Color32(23, 111, 40, byte.MaxValue);
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private static readonly Color32 FORMAT_COLOR_CROSSOVER = new Color32(156, 55, 140, byte.MaxValue);
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private static readonly Color32 FORMAT_COLOR_MYROTATION = new Color32(184, 25, 70, byte.MaxValue);
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private static readonly Color32 FORMAT_COLOR_AVATAR = new Color32(147, 140, 19, byte.MaxValue);
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[SerializeField]
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private GameObject _titleUIRoot;
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[SerializeField]
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private UILabel _deckListTitleLabel;
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[SerializeField]
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private UITable _formatTable;
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[SerializeField]
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private UILabel _formatLabel;
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[SerializeField]
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private UISprite _formatIcon;
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[SerializeField]
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private UISprite _formatDecorationSprite;
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[SerializeField]
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private int _tableBorderLine;
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private Format _format;
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private Vector3 _tableFirstPosition;
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private bool _isFirstUpdateTablePosition = true;
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private int? _longTextPositionOverride;
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private bool _isExistFormatChangeUI;
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public static DeckSelectUIDialogTitle Create(DialogBase dialog, string titleText, Format defaultFormat, bool isExistFormatChangeUI, int? longTextPositionOverride)
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{
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DeckSelectUIDialogTitle component = (Object.Instantiate(Resources.Load("UI/DeckList/DeckSelectUI/DeckSelectUIDialogTitle")) as GameObject).GetComponent<DeckSelectUIDialogTitle>();
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component.Initialize(dialog, titleText, defaultFormat, isExistFormatChangeUI, longTextPositionOverride);
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return component;
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}
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private void Initialize(DialogBase dialog, string titleText, Format defaultFormat, bool isExistFormatChangeUI, int? longTextPositionOverride)
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{
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_longTextPositionOverride = longTextPositionOverride;
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_isExistFormatChangeUI = isExistFormatChangeUI;
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_deckListTitleLabel.InitializeFont();
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_formatLabel.InitializeFont();
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_deckListTitleLabel.text = titleText;
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dialog.AttachObjToTitleLabel(_titleUIRoot, Vector3.zero);
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dialog.SetTitleLabelActive(active: false);
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UpdateFormatObj(defaultFormat);
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}
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public void UpdateFormatObj(Format format)
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{
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_format = format;
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switch (format)
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{
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case Format.Rotation:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_timesliprotation_s";
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_formatLabel.text = Data.SystemText.Get("Common_0154");
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_formatDecorationSprite.color = FORMAT_COLOR_ROTATION;
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break;
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case Format.PreRotation:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_prerotation_s";
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_formatLabel.text = Data.SystemText.Get("Common_0163");
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_formatDecorationSprite.color = FORMAT_COLOR_PRE_ROTATION;
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break;
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case Format.Unlimited:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_unlimited_s";
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_formatLabel.text = Data.SystemText.Get("Common_0155");
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_formatDecorationSprite.color = FORMAT_COLOR_UNLIMITED;
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break;
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case Format.Crossover:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_crossover_s";
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_formatLabel.text = Data.SystemText.Get("Common_0166");
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_formatDecorationSprite.color = FORMAT_COLOR_CROSSOVER;
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break;
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case Format.MyRotation:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_myrotation_s";
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_formatLabel.text = Data.SystemText.Get("Common_0178");
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_formatDecorationSprite.color = FORMAT_COLOR_MYROTATION;
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break;
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case Format.Avatar:
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SetActiveFormatObjs(isActive: true);
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_formatIcon.spriteName = "icon_heroesbattle_s";
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_formatLabel.text = Data.SystemText.Get("HeroesBattle_0001");
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_formatDecorationSprite.color = FORMAT_COLOR_AVATAR;
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break;
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default:
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SetActiveFormatObjs(isActive: false);
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break;
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}
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_formatTable.Reposition();
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if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.QuestSelectionPage))
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{
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_deckListTitleLabel.color = LabelDefine.TEXT_COLOR_NORMAL;
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_formatLabel.color = LabelDefine.TEXT_COLOR_NORMAL;
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if (format == Format.Unlimited || format == Format.Rotation)
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{
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AllLabelColorChanger.ChangeAllLabel(_formatTable.gameObject, AllLabelColorChanger.COLOR_TABLE_DECK_SELECTION_ROTATION_UNLIMITED);
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}
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else
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{
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AllLabelColorChanger.ChangeAllLabel(_formatTable.gameObject);
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}
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}
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UpdateTablePosition();
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}
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private IEnumerator UpdateTableCoroutine()
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{
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yield return null;
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UpdateTablePosition();
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}
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[ContextMenu("UpdateTablePosition")]
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public void UpdateTablePosition()
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{
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Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(_formatTable.transform);
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if (bounds.size.x < 1f)
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{
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UIManager.GetInstance().StartCoroutine(UpdateTableCoroutine());
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return;
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}
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if (_isFirstUpdateTablePosition)
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{
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_isFirstUpdateTablePosition = false;
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_tableFirstPosition = _formatTable.transform.localPosition;
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}
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_formatTable.transform.localPosition = _tableFirstPosition;
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if (!_isExistFormatChangeUI)
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{
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return;
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}
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if ((int)bounds.size.x <= _tableBorderLine)
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{
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if (_longTextPositionOverride.HasValue && _format == Format.Rotation)
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{
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_formatTable.transform.localPosition = new Vector3(_longTextPositionOverride.Value, _tableFirstPosition.y, _tableFirstPosition.z);
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}
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}
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else if (_longTextPositionOverride.HasValue)
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{
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_formatTable.transform.localPosition = new Vector3(_longTextPositionOverride.Value, _tableFirstPosition.y, _tableFirstPosition.z);
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}
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else
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{
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_formatTable.transform.localPosition = _tableFirstPosition + new Vector3(bounds.size.x - (float)_tableBorderLine, 0f, 0f);
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}
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}
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private void SetActiveFormatObjs(bool isActive)
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{
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_formatIcon.gameObject.SetActive(isActive);
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_formatLabel.gameObject.SetActive(isActive);
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_formatDecorationSprite.gameObject.SetActive(isActive);
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}
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}
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