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>
236 lines
4.5 KiB
C#
236 lines
4.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("NGUI/Interaction/Button")]
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public class UIButton : UIButtonColor
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{
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public static UIButton current;
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public bool dragHighlight;
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public string hoverSprite;
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public string pressedSprite;
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public string disabledSprite;
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public Sprite hoverSprite2D;
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public Sprite pressedSprite2D;
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public Sprite disabledSprite2D;
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public bool pixelSnap;
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public List<EventDelegate> onClick = new List<EventDelegate>();
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[NonSerialized]
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private UISprite mSprite;
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[NonSerialized]
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private UI2DSprite mSprite2D;
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[NonSerialized]
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private string mNormalSprite;
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[NonSerialized]
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private Sprite mNormalSprite2D;
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public override bool isEnabled
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{
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get
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{
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if (!base.enabled)
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{
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return false;
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}
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Collider component = base.gameObject.GetComponent<Collider>();
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if ((bool)component && component.enabled)
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{
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return true;
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}
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Collider2D component2 = GetComponent<Collider2D>();
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if ((bool)component2)
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{
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return component2.enabled;
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}
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return false;
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}
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set
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{
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if (isEnabled == value)
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{
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return;
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}
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Collider component = base.gameObject.GetComponent<Collider>();
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if (component != null)
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{
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component.enabled = value;
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UIButton[] components = GetComponents<UIButton>();
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for (int i = 0; i < components.Length; i++)
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{
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components[i].SetState((!value) ? State.Disabled : State.Normal, immediate: false);
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}
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return;
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}
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Collider2D component2 = GetComponent<Collider2D>();
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if (component2 != null)
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{
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component2.enabled = value;
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UIButton[] components = GetComponents<UIButton>();
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for (int i = 0; i < components.Length; i++)
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{
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components[i].SetState((!value) ? State.Disabled : State.Normal, immediate: false);
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}
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}
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else
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{
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base.enabled = value;
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}
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}
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}
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public string normalSprite
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{
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get
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{
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if (!mInitDone)
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{
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OnInit();
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}
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return mNormalSprite;
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}
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set
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{
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if (!mInitDone)
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{
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OnInit();
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}
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if (mSprite != null && !string.IsNullOrEmpty(mNormalSprite) && mNormalSprite == mSprite.spriteName)
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{
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mNormalSprite = value;
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SetSprite(value);
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NGUITools.SetDirty(mSprite);
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return;
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}
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mNormalSprite = value;
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if (mState == State.Normal)
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{
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SetSprite(value);
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}
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}
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}
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protected override void OnInit()
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{
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base.OnInit();
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mSprite = mWidget as UISprite;
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mSprite2D = mWidget as UI2DSprite;
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if (mSprite != null)
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{
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mNormalSprite = mSprite.spriteName;
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}
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if (mSprite2D != null)
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{
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mNormalSprite2D = mSprite2D.sprite2D;
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}
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}
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protected override void OnEnable()
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{
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if (isEnabled)
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{
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if (mInitDone)
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{
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OnHover(UICamera.hoveredObject == base.gameObject);
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}
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}
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else
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{
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SetState(State.Disabled, immediate: true);
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}
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}
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protected override void OnDragOver()
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{
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if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == base.gameObject))
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{
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base.OnDragOver();
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}
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}
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protected override void OnDragOut()
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{
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if (isEnabled && (dragHighlight || UICamera.currentTouch.pressed == base.gameObject))
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{
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base.OnDragOut();
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}
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}
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public override void SetState(State state, bool immediate)
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{
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base.SetState(state, immediate);
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if (mSprite != null)
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{
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switch (state)
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{
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case State.Normal:
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SetSprite(mNormalSprite);
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break;
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case State.Hover:
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SetSprite(string.IsNullOrEmpty(hoverSprite) ? mNormalSprite : hoverSprite);
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break;
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case State.Pressed:
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SetSprite(pressedSprite);
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break;
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case State.Disabled:
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SetSprite(disabledSprite);
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break;
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}
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}
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else if (mSprite2D != null)
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{
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switch (state)
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{
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case State.Normal:
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SetSprite(mNormalSprite2D);
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break;
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case State.Hover:
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SetSprite((hoverSprite2D == null) ? mNormalSprite2D : hoverSprite2D);
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break;
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case State.Pressed:
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SetSprite(pressedSprite2D);
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break;
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case State.Disabled:
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SetSprite(disabledSprite2D);
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break;
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}
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}
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}
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protected void SetSprite(string sp)
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{
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if (mSprite != null && !string.IsNullOrEmpty(sp) && mSprite.spriteName != sp)
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{
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mSprite.spriteName = sp;
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if (pixelSnap)
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{
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mSprite.MakePixelPerfect();
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}
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}
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}
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protected void SetSprite(Sprite sp)
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{
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if (sp != null && mSprite2D != null && mSprite2D.sprite2D != sp)
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{
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mSprite2D.sprite2D = sp;
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if (pixelSnap)
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{
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mSprite2D.MakePixelPerfect();
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}
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}
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}
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}
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