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>
149 lines
8.2 KiB
C#
149 lines
8.2 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\UIManager.cs
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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 BestHTTP;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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using Wizard.Dialog.Setting;
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using Wizard.UI.ReportToManagement;
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public partial class UIManager
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{
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public partial class ChangeViewSceneParam { }
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public enum ViewScene
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{
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None,
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MyPage,
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Battle,
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Room,
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RankMatch,
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ClassSelectionPage,
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StorySelectPage,
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StorySelectionWorld,
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AreaSelect,
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StoryChapterSelectionFlowChart,
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QuestSelectionPage,
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DeckList,
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DeckCardEdit,
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CardAllList,
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Sealed,
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SealedCardPackOpen,
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SealedDeckEdit,
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Colosseum,
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Gacha,
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BuildDeckPurchasePage,
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CardSleevePurchasePage,
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ClassSkinPurchasePage,
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Profile,
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Mission,
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Mail,
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BattlePass,
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Guild,
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LoginBonus,
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LotteryPage,
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BeginnerMission,
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Competition2Pick,
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CompetitionLobby,
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RedEtherCampaignLobby,
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Bingo,
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CrossoverPortal,
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NeutralPopularityVote,
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LeaderPopularityVote }
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public UIRoot UIManagerRoot;
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public Camera UIRootLoadingCamera;
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public GameObject _lotteryApplyPrefab;
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public Dictionary<ViewScene, ChangeViewSceneParam> TopBarBackParameterDict;
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public DeckCreateMenuUI _deckCreateMenuOriginal;
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public bool isErrorProc;
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public bool isRetryProc;
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public bool isNoAvailMemory;
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public Footer _Footer { get; set; }
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public DialogManager DialogManager { get; set; }
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public ApplicationFinishManager ApplicationFinishManager { get; set; }
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public GameObject MyPageUICameraObj { get; set; }
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public NguiObjs TextInputDialogPrefab { get; set; }
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public DrumrollDialog DrumrollDialogPrefab { get; set; }
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public DialogBase NowOpenDialog { get; set; }
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public GameObject IdInputPrefab { get; set; }
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public Camera FrontCamera { get; set; }
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public int FrontCameraPixelWidth { get; set; }
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public int FrontCameraPixelHeight { get; set; }
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public UIRoot UIRootSystem { get; set; }
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public GameObject SupportDialogPrefab { get; set; }
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public bool isBattleRecovery { get; set; }
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public WebViewHelper WebViewHelper { get; set; }
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public LoadingViewManager LoadingViewManager { get; set; }
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public bool IsTouchable { get; set; }
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public AccountTransferHelper AccountTransferHelper { get; set; }
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public static void ApplicationQuit() { }
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public Camera getCamera() => default!;
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public string GetSceneAssetPath(UIAtlasManager.AssetBundleNames assetname, string singlebundlename = "", bool isload = false) => default!;
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public void AddResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
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public void RemoveResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
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public List<UIAtlas> GetAtlasList() => default!;
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public void DestroyView(ViewScene scene) { }
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public UIBase GetUIBase(ViewScene scene) => default!;
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public T GetCurrentSceneParam<T>() where T : class => default!;
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public void OverrideSceneParam(ViewScene scene, object sceneParam) { }
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public object GetLastSceneChangeParam(ViewScene scene) => default!;
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public T GetSceneParam<T>(ViewScene scene) where T : class => default!;
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public void ChangeViewScene(ViewScene nextScene, ChangeViewSceneParam param = null, object sceneParam = null) { }
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public void OnReadyViewScene(bool isFadein, Action onFinishChangeView = null, Action onFinishFadeIn = null) { }
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public void Force_Increment_LockCountChangeView() { }
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public void Force_Decrement_LockCountChangeView() { }
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public void UpdateFooterMenuTexture(ViewScene scene) { }
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public ViewScene GetCurrentScene() => default!;
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public bool IsCurrentScene(ViewScene scene) => default!;
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public UIBase GetUiBaseOfCurrentScene() => default!;
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public void OpenNotTouch() { }
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public void offNotTouch() { }
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public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => default!;
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public DialogBase CreateConfirmationDialog(string message) => default!;
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public void dialogAllClear() { }
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public void ActiveChangeDialogAll(bool active) { }
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public bool isOpenDialog() => default!;
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public void createInSceneLoading(bool notBlack = false, bool notCollider = false, bool force = true, int playIndex = -1) { }
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public void closeInSceneLoading(bool force = true) { }
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public VfxBase CreateNowLoadingVfx(VfxBase loadResourcesVfx) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void createInSceneCenterLoading(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
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public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
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public LoadingInScene createInSceneLoadingMatching(bool notBlack = false, bool notCollider = false) => default!;
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public LoadingInScene CloseInSceneLoadingMatching() => default!;
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public LoadingInScene CloseInSceneLoadingBattle() => default!;
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public void createInSceneNotNetwork() { }
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public void closeInSceneNotNetwork() { }
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public void CreatFadeOpen(Action onFinishCallback = null) { }
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public void CreatFadeClose(Action onFinishCallback = null) { }
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public bool isFading() => default!;
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public void CardLoadSelect(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, Action onFinish = null, bool isDefaultSleeve = false, CardMaster.CardMasterId cardMasterId = CardMaster.CardMasterId.Default) { }
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public void CardLoadGachaPack(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, int sleeveId = 3000011) { }
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public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
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// Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
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// exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
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// CardCreatorBase.CreateCard on the createNullView:false path) resolve headless instead of
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// NRE-ing on a null manager. Was `default!`.
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public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
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public void setBackScene(GameObject obj, ViewScene backScene) { }
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public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
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public void RemoveNowSceneBackButtonParameter() { }
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public void UpDateCrystalNum() { }
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public void UpDateRupyNum() { }
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public void ShowFooterMenu(bool isShow) { }
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public static void SetObjectToGrey(GameObject o, bool b, Color? enableTextColor = null, Dictionary<Color32, AllLabelColorChanger.ColorSet> changeColorDict = null) { }
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public void CommonRetry() { }
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public FirstTips CheckFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0) => default!;
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public FirstTips StartFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
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public FirstTips StartFirstTips(IEnumerable<FirstTips.TipsType> tipsTypes, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
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public bool IsActiveFirstTips() => default!;
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public void SetLayerRecursive(Transform parentObj, int layer) { }
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public void AttachAtlas(GameObject obj, bool isTargetChildren = true) { }
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public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true) { }
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public bool IsQuitDialog() => default!;
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public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
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public void CreateAssetFileErrorDialog() { }
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public RewardBase GetRewardDialogPrefab() => default!;
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}
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