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>
269 lines
7.5 KiB
C#
269 lines
7.5 KiB
C#
using System;
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using System.Collections;
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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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namespace Wizard;
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public class SelectRandomSkinDialog : MonoBehaviour
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{
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[SerializeField]
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private UIGrid _itemGrid;
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[SerializeField]
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private GameObject _skinButtonItemOriginal;
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[SerializeField]
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private UIButton _btnAllOff;
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[SerializeField]
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private UILabel _labelButton;
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[SerializeField]
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private UIButton _btnPrevPage;
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[SerializeField]
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private UIButton _btnNextPage;
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[SerializeField]
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private BoxCollider _flickCollider;
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[SerializeField]
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private UIPageIndicator _indicator;
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private int _currentPageIndex;
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private int _lastPageIndex = 1;
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private bool _flickStart;
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protected List<string> _loadedResourceList = new List<string>();
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private DialogBase _dialog;
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private List<int> _usableSkinIdList;
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private List<int> _selecteSkinIdList;
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private List<SelectRandomSkinButton> _skinButtonList;
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private bool IsFirstPage => _currentPageIndex <= 1;
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private bool IsLastPage => _currentPageIndex >= _lastPageIndex;
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public static DialogBase Create(List<int> usableSkinIdList, List<int> selectedSkinIdList, Action<List<int>> onClickOk)
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{
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SelectRandomSkinDialog component = (UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/Dialog/SelectRandomSkinDialog")) as GameObject).GetComponent<SelectRandomSkinDialog>();
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component.CreateDialog(onClickOk);
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component.Initialize(usableSkinIdList, selectedSkinIdList);
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return component._dialog;
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}
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private void CreateDialog(Action<List<int>> onClickOk)
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{
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_dialog = UIManager.GetInstance().CreateDialogClose();
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_dialog.SetSize(DialogBase.Size.XL);
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_dialog.SetTitleLabel(Data.SystemText.Get("Card_0258"));
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_dialog.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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_dialog.SetButtonDelegate(delegate
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{
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_selecteSkinIdList.Sort();
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onClickOk.Call(_selecteSkinIdList);
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});
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_dialog.SetObj(base.gameObject);
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}
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private void Initialize(List<int> usableSkinIdList, List<int> selectedSkinIdList)
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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StartCoroutine(LoadResources(usableSkinIdList, delegate
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{
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GenerateSkinButtons(usableSkinIdList, selectedSkinIdList);
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InitializePage(usableSkinIdList);
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ShowPage(1);
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UIManager.GetInstance().closeInSceneCenterLoading();
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}));
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}
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private IEnumerator LoadResources(List<int> usableSkinIdList, Action onFinish)
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{
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List<string> skinButtonPathList = new List<string>();
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for (int i = 0; i < usableSkinIdList.Count; i++)
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{
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string path = usableSkinIdList[i].ToString();
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string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.ClassCharaButton);
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skinButtonPathList.Add(assetTypePath);
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}
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yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(skinButtonPathList, null));
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_loadedResourceList.AddRange(skinButtonPathList);
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onFinish.Call();
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}
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private void GenerateSkinButtons(List<int> usableSkinIdList, List<int> selectedSkinIdList)
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{
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_usableSkinIdList = usableSkinIdList;
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_selecteSkinIdList = new List<int>(selectedSkinIdList);
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_skinButtonList = new List<SelectRandomSkinButton>();
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List<int> list = new List<int>();
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selectedSkinIdList.Sort();
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list.AddRange(selectedSkinIdList);
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List<int> list2 = usableSkinIdList.Except(selectedSkinIdList).ToList();
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list2.Sort();
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list.AddRange(list2);
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for (int i = 0; i < list.Count; i++)
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{
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SelectRandomSkinButton component = NGUITools.AddChild(_itemGrid.gameObject, _skinButtonItemOriginal.gameObject).GetComponent<SelectRandomSkinButton>();
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int skinId = list[i];
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component.Initialize(skinId, _selecteSkinIdList.Contains(skinId), delegate(int id, bool status)
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{
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if (status)
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{
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_selecteSkinIdList.Add(skinId);
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}
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else
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{
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_selecteSkinIdList.Remove(skinId);
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}
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UpdateAllButton();
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}, OnDragStart, OnDrag);
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_skinButtonList.Add(component);
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}
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}
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private void InitializePage(List<int> usableSkinList)
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{
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_lastPageIndex = (usableSkinList.Count - 1) / 21 + 1;
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_currentPageIndex = 1;
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_indicator.Init(_lastPageIndex);
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if (_lastPageIndex > 1)
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{
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_flickCollider.gameObject.SetActive(value: true);
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UIEventListener uIEventListener = UIEventListener.Get(_flickCollider.gameObject);
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uIEventListener.onDragStart = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onDragStart, new UIEventListener.VoidDelegate(OnDragStart));
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UIEventListener uIEventListener2 = UIEventListener.Get(_flickCollider.gameObject);
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uIEventListener2.onDrag = (UIEventListener.VectorDelegate)Delegate.Combine(uIEventListener2.onDrag, new UIEventListener.VectorDelegate(OnDrag));
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_btnPrevPage.gameObject.SetActive(value: true);
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_btnNextPage.gameObject.SetActive(value: true);
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UIEventListener uIEventListener3 = UIEventListener.Get(_btnPrevPage.gameObject);
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uIEventListener3.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener3.onClick, (UIEventListener.VoidDelegate)delegate
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{
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ShowPrevPage();
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});
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UIEventListener uIEventListener4 = UIEventListener.Get(_btnNextPage.gameObject);
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uIEventListener4.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener4.onClick, (UIEventListener.VoidDelegate)delegate
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{
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ShowNextPage();
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});
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}
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_btnAllOff.onClick.Clear();
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_btnAllOff.onClick.Add(new EventDelegate(delegate
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{
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OnClickAllOffButton();
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}));
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UpdateAllButton();
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}
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private void UpdateAllButton()
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{
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SystemText systemText = Data.SystemText;
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if (_selecteSkinIdList.Count > 0)
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{
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_labelButton.text = systemText.Get("Card_0259");
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UIManager.SetObjectToGrey(_dialog.button1.gameObject, b: false);
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}
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else
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{
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_labelButton.text = systemText.Get("Card_0260");
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UIManager.SetObjectToGrey(_dialog.button1.gameObject, b: true);
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}
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}
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private void OnClickAllOffButton()
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{
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if (_selecteSkinIdList.Count > 0)
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{
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_selecteSkinIdList.Clear();
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for (int i = 0; i < _skinButtonList.Count; i++)
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{
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_skinButtonList[i].SetSelectStatus(isSelect: false);
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}
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}
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else
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{
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_selecteSkinIdList.AddRange(_usableSkinIdList);
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for (int j = 0; j < _skinButtonList.Count; j++)
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{
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_skinButtonList[j].SetSelectStatus(isSelect: true);
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}
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}
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UpdateAllButton();
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}
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private void ShowPage(int pageIndex)
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{
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_currentPageIndex = pageIndex;
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for (int i = 0; i < _skinButtonList.Count; i++)
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{
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_skinButtonList[i].gameObject.SetActive(value: false);
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}
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int num = (_currentPageIndex - 1) * 21;
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int num2 = Mathf.Min(num + 21, _skinButtonList.Count);
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for (int j = num; j < num2; j++)
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{
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_skinButtonList[j].gameObject.SetActive(value: true);
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}
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_itemGrid.Reposition();
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_btnPrevPage.gameObject.SetActive(!IsFirstPage);
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_btnNextPage.gameObject.SetActive(!IsLastPage);
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_indicator.UpdateIndicator(_currentPageIndex);
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}
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private void ShowPrevPage()
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{
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if (!IsFirstPage)
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{
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ShowPage(_currentPageIndex - 1);
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}
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}
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private void ShowNextPage()
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{
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if (!IsLastPage)
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{
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ShowPage(_currentPageIndex + 1);
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}
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}
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private void OnDragStart(GameObject obj)
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{
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_flickStart = true;
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}
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private void OnDrag(GameObject obj, Vector2 dir)
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{
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if (_flickStart)
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{
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if (_lastPageIndex <= 1)
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{
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_flickStart = false;
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}
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else if (dir.x >= 70f)
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{
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_flickStart = false;
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ShowPrevPage();
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}
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else if (dir.x <= -70f)
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{
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_flickStart = false;
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ShowNextPage();
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}
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}
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}
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}
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