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>
146 lines
4.5 KiB
C#
146 lines
4.5 KiB
C#
using System.Collections;
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using System.Linq;
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using UnityEngine;
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namespace Wizard;
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public class PuzzleAnimation : MonoBehaviour
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{
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[SerializeField]
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private UISprite TitleFailed;
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[SerializeField]
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private UISprite TitleReset;
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[SerializeField]
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private UITexture Bg;
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[SerializeField]
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private UITexture FieldHideBg;
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[SerializeField]
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private UIPanel MainPanel;
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[SerializeField]
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private UISprite ArcaneIn;
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[SerializeField]
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private UISprite ArcaneOut;
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private bool _isEndFadeOut;
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public float FadeOutDuration { get; private set; } = 0.7f;
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public float FadeInDuration => 0.475f;
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public void Run(bool isReset)
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{
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StartCoroutine(FadeOut(isReset));
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}
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public void End()
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{
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StartCoroutine(FadeIn());
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}
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public void SetUp()
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{
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ArcaneIn.transform.localScale = Vector3.one * 0.01f;
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ArcaneOut.transform.localScale = Vector3.one * 0.01f;
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ArcaneIn.alpha = 0f;
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ArcaneOut.alpha = 0f;
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Bg.alpha = 0f;
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FieldHideBg.alpha = 0f;
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UIAtlas atlas = UIManager.GetInstance().GetAtlasList().FirstOrDefault((UIAtlas s) => s.name == "BattleLang");
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TitleFailed.atlas = atlas;
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TitleFailed.spriteName = "result_text_failed";
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TitleReset.atlas = atlas;
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TitleReset.spriteName = "result_text_resetting";
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/* Pre-Phase-5b: InitCommonEffect dropped */
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base.gameObject.SetLayer(26, isSetChildren: true);
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Bg.gameObject.SetActive(value: false);
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FieldHideBg.gameObject.SetActive(value: false);
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}
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public IEnumerator FadeOut(bool isReset)
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{
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_isEndFadeOut = false;
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Bg.gameObject.SetActive(value: true);
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FieldHideBg.gameObject.SetActive(value: true);
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FieldHideBg.alpha = 0f;
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if (isReset)
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{
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TitleFailed.gameObject.SetActive(value: false);
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TitleReset.gameObject.SetActive(value: true);
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TitleReset.transform.localScale = Vector3.one * 10f;
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TitleReset.alpha = 0f;
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Bg.color = new Color32(0, 48, 16, 0);
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}
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else
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{
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TitleFailed.gameObject.SetActive(value: true);
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TitleReset.gameObject.SetActive(value: false);
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TitleFailed.transform.localScale = Vector3.one * 10f;
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TitleFailed.alpha = 0f;
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Bg.color = new Color32(0, 24, 48, 0);
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}
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MainPanel.alpha = 1f;
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yield return new WaitForSeconds(0.1f);
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if (isReset)
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{
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TweenAlpha.Begin(TitleReset.gameObject, 0.2f, 1f);
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iTween.ScaleTo(TitleReset.gameObject, iTween.Hash("scale", Vector3.one, "time", 0.2f, "islocal", true, "easetype", iTween.EaseType.easeInQuad));
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}
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else
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{
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TweenAlpha.Begin(TitleFailed.gameObject, 0.2f, 1f);
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iTween.ScaleTo(TitleFailed.gameObject, iTween.Hash("scale", Vector3.one, "time", 0.2f, "islocal", true, "easetype", iTween.EaseType.easeInQuad));
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}
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TweenAlpha.Begin(Bg.gameObject, 0.5f, 0.75f);
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TweenAlpha.Begin(FieldHideBg.gameObject, 0.5f, 1f);
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yield return new WaitForSeconds(0.2f);
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TweenAlpha.Begin(ArcaneIn.gameObject, 0.5f, 1f);
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TweenAlpha.Begin(ArcaneOut.gameObject, 0.5f, 1f);
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iTween.ScaleTo(ArcaneIn.gameObject, iTween.Hash("scale", Vector3.one, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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iTween.ScaleTo(ArcaneOut.gameObject, iTween.Hash("scale", Vector3.one, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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if (isReset)
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{
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/* Pre-Phase-5b: Start CMN_RESULT_TITLE_3 dropped */
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TitleReset.transform.localScale = Vector3.one;
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iTween.ScaleTo(TitleReset.gameObject, iTween.Hash("scale", Vector3.one * 1.1f, "time", 2f, "islocal", true, "easetype", iTween.EaseType.linear));
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}
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else
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{
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/* Pre-Phase-5b: Start CMN_RESULT_TITLE_2 dropped */
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TitleFailed.transform.localScale = Vector3.one;
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iTween.ScaleTo(TitleFailed.gameObject, iTween.Hash("scale", Vector3.one * 1.1f, "time", 2f, "islocal", true, "easetype", iTween.EaseType.linear));
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}
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yield return new WaitForSeconds(2f);
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_isEndFadeOut = true;
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}
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public IEnumerator FadeIn()
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{
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while (!_isEndFadeOut)
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{
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yield return null;
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}
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TweenAlpha.Begin(TitleFailed.gameObject, 0.15f, 0f);
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TweenAlpha.Begin(TitleReset.gameObject, 0.15f, 0f);
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TweenAlpha.Begin(ArcaneIn.gameObject, 0.15f, 0f);
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TweenAlpha.Begin(ArcaneOut.gameObject, 0.15f, 0f);
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yield return new WaitForSeconds(0.22500001f);
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TweenAlpha.Begin(FieldHideBg.gameObject, 0.15f, 0f);
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TweenAlpha.Begin(Bg.gameObject, 0.15f, 0f);
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yield return new WaitForSeconds(0.15f);
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Bg.alpha = 0f;
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FieldHideBg.alpha = 0f;
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TweenAlpha.Begin(FieldHideBg.gameObject, 0f, 0f);
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TweenAlpha.Begin(Bg.gameObject, 0f, 0f);
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Bg.gameObject.SetActive(value: false);
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FieldHideBg.gameObject.SetActive(value: false);
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}
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}
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