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>
136 lines
9.6 KiB
C#
136 lines
9.6 KiB
C#
// AUTHORED SHIM (not copied). The god-object singletons the engine reaches for
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// presentation/scene/effects/sound/data. These are the M0 "stop the bleed" types:
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// copying them re-explodes the closure into the whole app (audio, scene, UI, net),
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// so we shim a minimal surface. Manager GETTERS return the (copied) manager types as
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// null fields -- the engine only dereferences them inside never-run VFX (IsForecast
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// suppresses VFX) or non-battle code paths, so a null is harmless headless and avoids
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// constructing copied types with heavy ctors. Member signatures mirror the decomp
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// exactly (extracted, not guessed) so call sites compile unchanged.
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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 UnityEngine;
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public class EffectMgr
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{
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public enum EffectType
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{
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NONE, CMN_CARD_DRAW_2, CMN_CARD_SET_1, CMN_CARD_SET_2, CMN_CARD_SET_3, CMN_CARD_ACCELERATE_1, CMN_CARD_CRYSTALLIZE_1, CMN_CARD_TARGET_1, CMN_CARD_TARGET_2, CMN_CARD_SELECT_3, CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6, CMN_FRAME_BTN_1, CMN_RESULT_TITLE_2, CMN_RESULT_TITLE_3, CMN_FIELD_SET_1, CMN_FIELD_SET_2, CMN_FIELD_SET_3, CMN_FIELD_SET_4, CMN_FIELD_SET_5, CMN_FIELD_SET_6, CMN_FIELD_SET_7, CMN_FIELD_SET_8, CMN_FIELD_SET_9, CMN_FIELD_SET_10, CMN_FIELD_SET_20, CMN_FIELD_SET_21, CMN_FIELD_SET_22, CMN_FIELD_SET_23, CMN_FIELD_SET_30, CMN_FIELD_SET_31, CMN_FIELD_SET_32, CMN_FIELD_SET_33, CMN_FIELD_SET_34, CMN_FIELD_SET_41, CMN_FIELD_SET_42, CMN_FIELD_SET_43, CMN_FIELD_SET_51, CMN_FIELD_SET_52, CMN_FIELD_SET_61, CMN_FIELD_SET_62, CMN_FIELD_SET_71, CMN_FIELD_SET_72, CMN_FIELD_SET_74, CMN_FIELD_SET_76, CMN_FIELD_SET_1001, CMN_FIELD_SET_1002, CMN_FIELD_SET_1003, CMN_FIELD_SET_1004, CMN_FIELD_SET_1005, CMN_FIELD_SET_1006, CMN_FIELD_SET_1007, CMN_FIELD_SET_1008, CMN_FIELD_SET_1009, CMN_FIELD_SET_1010, CMN_FIELD_SET_1011, CMN_FIELD_SET_1012, CMN_FIELD_TAP_1_1, CMN_FIELD_TAP_1_2, CMN_FIELD_TAP_2_1, CMN_FIELD_TAP_3_1, CMN_FIELD_TAP_3_2, CMN_FIELD_TAP_4_1, CMN_FIELD_TAP_4_2, CMN_FIELD_TAP_5_1, CMN_FIELD_TAP_6_1, CMN_FIELD_TAP_6_2, CMN_FIELD_TAP_7_1, CMN_FIELD_TAP_8_1, CMN_FIELD_TAP_9_1, CMN_FIELD_TAP_10_1, CMN_FIELD_TAP_10_2, CMN_FIELD_TAP_20_1, CMN_FIELD_TAP_20_2, CMN_FIELD_TAP_21_1, CMN_FIELD_TAP_21_2, CMN_FIELD_TAP_22_1, CMN_FIELD_TAP_23_1, CMN_FIELD_TAP_23_2, CMN_FIELD_TAP_30_1, CMN_FIELD_TAP_31_1, CMN_FIELD_TAP_31_2, CMN_FIELD_TAP_32_1, CMN_FIELD_TAP_33_1, CMN_FIELD_TAP_33_2, CMN_FIELD_TAP_34_1, CMN_FIELD_TAP_41_1, CMN_FIELD_TAP_42_1, CMN_FIELD_TAP_43_1, CMN_FIELD_TAP_51_1, CMN_FIELD_TAP_52_1, CMN_FIELD_TAP_61_1, CMN_FIELD_TAP_61_2, CMN_FIELD_TAP_62_1, CMN_FIELD_TAP_71_1, CMN_FIELD_TAP_72_1, CMN_FIELD_TAP_74_1, CMN_FIELD_TAP_76_1, CMN_FIELD_TAP_1001_1, CMN_FIELD_TAP_1002_1, CMN_FIELD_TAP_1003_1, CMN_FIELD_TAP_1004_1, CMN_FIELD_TAP_1005_1, CMN_FIELD_TAP_1006_1, CMN_FIELD_TAP_1007_1, CMN_FIELD_TAP_1007_2, CMN_FIELD_TAP_1008_1, CMN_FIELD_TAP_1009_1, CMN_FIELD_TAP_1010_1, CMN_FIELD_TAP_1011_1, CMN_FIELD_TAP_1012_1, CMN_TUTORIAL_TAP_1, CMN_CRAFT_CARD_1, CMN_CRAFT_CARD_2, CMN_CRAFT_ICON_1, CMN_CRAFT_TRACK_1, CMN_CRAFT_SPLASH_1, CMN_CRAFT_SPLASH_2, CMN_CRAFT_SPLASH_3, CMN_CRAFT_SPLASH_4, CMN_MAP_CHAPTER_1, CMN_MAP_MAPICON_CLEARED, CMN_MAP_MAPICON_NOTCLEARED, CMN_MAP_PLAYERICON, }
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public static System.Collections.IEnumerator LoadAndInstantiate2dEffectCoroutine(string effectName, System.Action<UnityEngine.GameObject, System.Collections.Generic.List<string>> finishCallback) { yield break; }
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public enum MoveType
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{
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NONE, SKIP, DIRECT, DIRECT_HAND, DIRECT_DECK, DIRECT_LEADER, CENTER }
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public enum TargetType { NONE, NONE_WAIT, SINGLE, SINGLE_ONLY_OPPONENT, AREA_ALL, AREA_OPPONENT, AREA_SELF }
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public enum EngineType { NONE, SHURIKEN}
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public bool IsFieldEffectReady => true;
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public bool IsBattleUIEffectReady => true;
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public Effect Start(EffectType type, Vector3 pos, Quaternion rot, int layer = -1) => null;
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public Effect Start(EffectType type, Vector3 pos, GameObject obj = null) => null;
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public Effect Start(EffectType type, float posX, float posY) => null;
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public Effect Start(EffectType type) => null;
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public Effect StartBuff(EffectType type, GameObject obj) => null;
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public Effect StopBuff(EffectType type, GameObject obj) => null;
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public Effect Stop(EffectType type) => null;
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public List<string> InitCommonEffect(string filePath, bool isBattle = false, bool isField = false, bool isBattleEffect = false, Action callback = null) => new List<string>();
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public List<string> SetUIParticleShader(List<GameObject> effectObjList, Action callback, bool isBattle = false, bool isField = false) => new List<string>();
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public List<string> SetUIParticleShader(GameObject effectObj, Action callback, bool isBattle = false, bool isField = false) => new List<string>();
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public void ChangeMaskShader(GameObject effectObj, int stencil = 1) { }
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public void DisposeLatestMadeEffects() { }
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public void ClearLastCacheEffect() { }
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public void DestroyBattleEffectContainer() { }
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public void ImmediateDestroyBattleEffectContainer() { }
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public void ClearBattleFeildEffect() { }
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public void RestUnneededEffect() { }
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public EffectBattle GetEffectBattle(string key) => null;
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public EffectBattle GetEnemyEffectBattle(string key) => null;
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public static MoveType ToStrMoveType(string str) => MoveType.NONE;
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public static EngineType ToStrEngineType(string str) => EngineType.NONE;
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public static TargetType ToStrTargetType(string str) => TargetType.NONE;
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}
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public partial class GameObjMgr { public GameObjMgr() { } }
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public class GameMgr
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{
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// Phase-5 chunk 47: the ambient is gone. GameMgr.GetIns() has no scope-based mechanism —
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// BattleManagerBase.GetIns() returns null unconditionally, and every direct engine consumer
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// was migrated to per-mgr reads through the mgr's own `.GameMgr` property. The residual
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// static throws to catch any straggler that still calls it; MultiInstanceEngineTests pins
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// the null-null-throw shape.
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public static GameMgr GetIns() =>
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throw new System.InvalidOperationException(
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"GameMgr.GetIns() is retired. Read via `mgr.GameMgr` on a BattleManagerBase instance.");
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public GameObject m_GameManagerObj;
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public float ScreenAspect = 1.777f;
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public DateTime AnnounceTime;
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// Six mode flags collapsed to const-false getters in Phase 4 (2026-07-02): headless
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// is neither watching, replaying, admin-watching, an AI-network client, a puzzle
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// quest, nor a "new replay" — every branch guarded on `!IsWatchBattle` etc. was a
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// tautology, and every branch guarded on the positive was dead code. Setters
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// dropped: pre-Phase-4 callers wrote `false` at end-of-battle cleanup which is now
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// unnecessary.
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public bool IsAdminWatch => false;
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public bool IsWatchBattle => false;
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public bool IsReplayBattle => false;
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public bool IsAINetwork => false;
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public bool IsPuzzleQuest => false;
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public bool IsNewReplayBattle => false;
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public bool IsAdmin => false;
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// IsNetworkBattle stays writable — headless PvP battles set true; SingleBattleMgr paths stay false.
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public bool IsNetworkBattle { get; set; }
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private EffectMgr _effect;
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private DataMgr _data;
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private GameObjMgr _gameObj = new GameObjMgr();
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private PrefabMgr _prefab;
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private InputMgr _input;
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private BattleControl _battleCtrl;
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private NetworkUserInfoData _netUser;
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public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
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// Headless: hand back non-null no-op instances. The copied manager types are pure
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// data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor
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// dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring).
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public DataMgr GetDataMgr() => _data ??= new DataMgr();
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public GameObjMgr GetGameObjMgr() => _gameObj;
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public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr();
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public InputMgr GetInputMgr() => _input ??= new InputMgr();
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public BattleControl GetBattleCtrl() => _battleCtrl ??= new BattleControl();
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public NetworkUserInfoData GetNetworkUserInfoData() => _netUser;
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public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData;
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public Wizard.MailTopTask GetMailTopTask() => null;
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public Wizard.DeckUpdateTask GetDeckUpdateTask() => null;
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public Wizard.CardDestructTask GetCardDestructTask() => null;
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public Wizard.CardCreateTask GetCardCreateTask() => null;
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public Wizard.MissionInfoTask GetMissionInfoTask() => null;
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public void DestroyBattleManagements() { }
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public bool IsUseUnapprovedList(bool isPlayer) => false;
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}
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// UIManager surface (members, ViewScene enum, ChangeViewSceneParam) is generated from
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// decomp into Shim/Generated/UIManager*.g.cs. This partial keeps only the singleton +
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// MonoBehaviour base (gameObject/transform/StartCoroutine/StopCoroutine come from the base).
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public partial class UIManager : UnityEngine.MonoBehaviour
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{
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private static UIManager _ins;
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public static UIManager GetInstance() => _ins ??= new UIManager();
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}
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// VideoHostingHUD (members + HUDMode enum) provided by Generated/VideoHostingHUD.g.cs
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namespace Wizard
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{
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// RankWinnerReward, CardDestructTask, CardCreateTask, MissionInfoTask already exist
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// in the copied set (declared in other files) -- only these three were missing.
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public partial class MailTopTask { }
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public partial class DeckUpdateTask { }
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// UIManager no-op return types (empty stubs; methods returning them return null)
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public partial class LoadingViewManager { }
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public partial class AccountTransferHelper { }
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public class DialogManager { public DialogBase CreateDialogBaseOpenCardDetail(CardDetailUI detailUI) => default!; }
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public partial class ApplicationFinishManager { }
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}
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