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>
138 lines
3.3 KiB
C#
138 lines
3.3 KiB
C#
using System;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class ChapterSelectSphere : MonoBehaviour
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{
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[SerializeField]
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private UISprite _bodySprite;
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[SerializeField]
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private UISprite _arrowDownSprite;
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[SerializeField]
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private UISprite _arrowUpSprite;
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private float _arrowAlpha = 1f;
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private bool _isArrowAlphaDown = true;
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public Action OnClick { get; set; }
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public bool IsScrollUpEnable { get; set; }
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public bool IsScrollDownEnable { get; set; }
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public void UpdateChapterSelectStatus(bool isChapterSelectVisible, bool isSelectEnable)
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{
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_bodySprite.spriteName = GetBodySpriteName(isChapterSelectVisible, isSelectEnable);
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_arrowUpSprite.spriteName = GetArrowSpriteName(isChapterSelectVisible, IsScrollUpEnable);
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_arrowDownSprite.spriteName = GetArrowSpriteName(isChapterSelectVisible, IsScrollDownEnable);
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_arrowUpSprite.alpha = ((isChapterSelectVisible && IsScrollUpEnable) ? _arrowAlpha : 1f);
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_arrowDownSprite.alpha = ((isChapterSelectVisible && IsScrollDownEnable) ? _arrowAlpha : 1f);
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}
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public void OnSelectChapter(bool isChapterSelectEnable)
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{
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_arrowUpSprite.spriteName = GetArrowSpriteName(isChapterSelectEnable, IsScrollUpEnable);
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_arrowDownSprite.spriteName = GetArrowSpriteName(isChapterSelectEnable, IsScrollDownEnable);
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_arrowUpSprite.alpha = (IsScrollUpEnable ? _arrowAlpha : 1f);
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_arrowDownSprite.alpha = (IsScrollDownEnable ? _arrowAlpha : 1f);
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}
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public void UpdateArrowAlpha()
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{
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if (UpdatePingPongByDeltaTime(ref _arrowAlpha, 0f, 1f, 1f, _isArrowAlphaDown))
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{
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_isArrowAlphaDown = !_isArrowAlphaDown;
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}
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if (IsScrollUpEnable)
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{
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_arrowUpSprite.alpha = _arrowAlpha;
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}
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if (IsScrollDownEnable)
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{
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_arrowDownSprite.alpha = _arrowAlpha;
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}
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}
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public void UpdateRotationOnScroll(float areaY, int chapterCount)
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{
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iTween.Stop(_bodySprite.gameObject);
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float z = 0f;
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float num = 80f;
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float num2 = 50f;
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if (areaY >= (float)chapterCount * num - num2)
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{
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z = (float)chapterCount * num - num2 - areaY;
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z /= 7f;
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z *= -1f;
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}
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else if (areaY <= 0f - num2)
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{
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z = areaY;
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z /= 7f;
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}
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iTween.RotateUpdate(_bodySprite.gameObject, new Vector3(0f, 0f, z), 0.2f);
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}
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public void ResetRotationOnScroll()
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{
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iTween.Init(_bodySprite.gameObject);
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iTween.RotateTo(_bodySprite.gameObject, iTween.Hash("z", 0, "time", 1.35f, "easetype", iTween.EaseType.easeOutElastic));
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}
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private string GetArrowSpriteName(bool isChapterSelectEnable, bool isscrollenable)
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{
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if (isChapterSelectEnable)
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{
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if (isscrollenable)
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{
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return "arrow_jog_01";
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}
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return "arrow_jog_02";
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}
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return "arrow_jog_03";
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}
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private string GetBodySpriteName(bool isChapterSelectEnable, bool isChapterListSwitchEnable)
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{
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if (isChapterListSwitchEnable)
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{
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if (isChapterSelectEnable)
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{
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return "btn_jog_01_core";
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}
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return "btn_jog_03_core";
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}
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return "btn_jog_03_core";
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}
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private static bool UpdatePingPongByDeltaTime(ref float val, float min, float max, float speed, bool isdown)
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{
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bool result = false;
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if (isdown)
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{
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val -= speed * Time.deltaTime;
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if (val < min)
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{
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val = min;
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result = true;
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}
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}
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else
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{
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val += speed * Time.deltaTime;
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if (val > max)
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{
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val = max;
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result = true;
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}
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}
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return result;
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}
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}
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