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>
183 lines
7.9 KiB
C#
183 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_special_token_draw : SkillBase
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{
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protected IEnumerable<int> _beforeTransformTokenId;
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protected IEnumerable<int> _afterTransformTokenId;
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protected float _beforeChangeWaitTime;
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protected float _afterChangeWaitTime;
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protected string _transformEffectPath;
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protected BattlePlayerBase _playerSide;
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protected BattlePlayerBase _selfBattlePlayer;
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public override bool IsTargetIndicate => false;
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public override bool IsAllowDestroyTarget => true;
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public Skill_special_token_draw(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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if (!CreateTokenInfo(parameter.targetCards))
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{
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parameter.calledSkillResultInfo.drawCards = new List<IReadOnlyBattleCardInfo>();
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return NullVfxWithLoading.GetInstance();
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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int cardTotalNum = _playerSide.cardTotalNum;
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_playerSide.cardTotalNum++;
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VfxWith<List<BattleCardBase>> vfxWith = CreateTokenObjectAndView(cardTotalNum, isBeforeTransform: true);
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VfxWith<List<BattleCardBase>> vfxWith2 = CreateTokenObjectAndView(cardTotalNum, isBeforeTransform: false);
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWith.Vfx);
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWith2.Vfx);
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateTokenDrawVfx(parameter, vfxWith.Value, vfxWith2.Value, _playerSide));
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return vfxWithLoadingSequential;
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}
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private VfxWith<List<BattleCardBase>> CreateTokenObjectAndView(int index, bool isBeforeTransform)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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IEnumerable<int> source = (isBeforeTransform ? _beforeTransformTokenId : _afterTransformTokenId);
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for (int i = 0; i < source.Count(); i++)
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{
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int num = source.ElementAt(i);
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int id = num;
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(num);
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if (IsMakeFoil)
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{
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id = cardParameterFromId.FoilCardId;
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}
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BattleCardBase battleCardBase = CreateTokenCard(_playerSide, id, index);
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battleCardBase.SetOnDraw(draw: true);
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list.Add(battleCardBase);
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}
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return new VfxWith<List<BattleCardBase>>(base.SkillPrm.selfBattlePlayer.BattleMgr.LoadCardResources(list), list);
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}
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protected bool CreateTokenInfo(IEnumerable<BattleCardBase> targetCards)
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{
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_selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
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string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.before_transform_token_draw, "_OPT_NULL_");
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string text2 = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.after_transform_token_draw, "_OPT_NULL_");
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_playerSide = base.SkillPrm.ownerCard.SelfBattlePlayer;
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bool flag = false;
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if (text != "_OPT_NULL_" && text2 != "_OPT_NULL_")
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{
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_beforeTransformTokenId = SkillOptionValue.ParseOptionTokenID(text);
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_afterTransformTokenId = SkillOptionValue.ParseOptionTokenID(text2);
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flag = true;
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}
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if (!flag)
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{
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return false;
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}
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if (_beforeTransformTokenId.Count() == 0 || _afterTransformTokenId.Count() == 0)
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{
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return false;
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}
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return true;
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}
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protected VfxWithLoading CreateTokenDrawVfx(CallParameter parameter, List<BattleCardBase> beforeTransformDrawList, List<BattleCardBase> afterTransformDrawList, BattlePlayerBase playerSide)
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{
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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afterTransformDrawList = playerSide.DrawCards(afterTransformDrawList, parameter.skillProcessor, isOpen: false, isMulligan: false, isToken: true, isSkillDraw: true, this, isReservation: false, parameter.calledSkillResultInfo, base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.turn_token_draw_skill_id, -1)).Value.ToList();
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AddLastTarget(parameter, afterTransformDrawList);
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parameter.calledSkillResultInfo.drawCards = BattlePlayerBase.ConvertToSkillInfoCollection(afterTransformDrawList);
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if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_BATTLE_EFFECT) && !string.IsNullOrEmpty(base.SkillPrm.buildInfo._effectPath))
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{
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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}
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VfxWithLoading vfxWithLoading = CreateTokenSpawnVfx(this, beforeTransformDrawList.First());
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_transformEffectPath = "cmn_token_draw_1";
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_beforeChangeWaitTime = 0f;
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_afterChangeWaitTime = 0.2f;
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DataMgr.SpecialBattleSetting specialBattleSettingInfo = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.GetDataMgr().SpecialBattleSettingInfo;
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if (specialBattleSettingInfo != null && specialBattleSettingInfo.SpecialTokenDrawOverrideEffectPair.ContainsKey(afterTransformDrawList.First().CardId))
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{
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_transformEffectPath = specialBattleSettingInfo.SpecialTokenDrawOverrideEffectPair[afterTransformDrawList.First().CardId];
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if (_transformEffectPath.Contains(":"))
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{
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string[] array = _transformEffectPath.Split(':');
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_transformEffectPath = array[0];
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_beforeChangeWaitTime = float.Parse(array[1]);
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if (array.Count() >= 2)
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{
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_afterChangeWaitTime = float.Parse(array[2]);
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}
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}
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}
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vfxWithLoadingSequential.RegisterToMainVfx(NullVfx.GetInstance());
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
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vfxWithLoadingSequential.RegisterToMainVfx(InstantVfx.Create(delegate
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{
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base.SkillPrm.selfBattlePlayer.UpdateHandCardsPlayability();
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}));
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillDrawToken(afterTransformDrawList.Where((BattleCardBase s) => s.IsInHand).ToList(), this, isOpen: true);
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BattleLogManager.GetInstance().AddLogSkillDrawToken(afterTransformDrawList.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, isOpen: true, isOverDraw: true);
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}
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return vfxWithLoadingSequential;
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}
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protected virtual BattleCardBase CreateTokenCard(BattlePlayerBase player, int id, int index)
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{
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return player.CreateCard(id, index);
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}
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public static VfxWithLoading CreateTokenSpawnVfx(SkillBase skill, BattleCardBase firstToken)
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{
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// Static helper with `skill` param — route through skill.SkillPrm rather than instance SkillPrm.
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if (skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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return NullVfxWithLoading.GetInstance();
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}
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float animationTime = 0f;
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Color color = firstToken.Clan switch
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{
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CardBasePrm.ClanType.MIN => Global.EFFECT_COLOR_ELF,
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CardBasePrm.ClanType.ROYAL => Global.EFFECT_COLOR_ROYAL,
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CardBasePrm.ClanType.WITCH => Global.EFFECT_COLOR_WITCH_1,
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CardBasePrm.ClanType.DRAGON => Global.EFFECT_COLOR_DRAGON,
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CardBasePrm.ClanType.NECRO => Global.EFFECT_COLOR_NECROMANCER,
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CardBasePrm.ClanType.VAMPIRE => Global.EFFECT_COLOR_VANPIRE,
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CardBasePrm.ClanType.BISHOP => Global.EFFECT_COLOR_BISHOP,
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CardBasePrm.ClanType.NEMESIS => Global.EFFECT_COLOR_NEMESIS,
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_ => Color.clear,
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};
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string text = "cmn_token_draw_1";
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DataMgr.SpecialBattleSetting specialBattleSettingInfo = skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.GetDataMgr().SpecialBattleSettingInfo;
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if (specialBattleSettingInfo != null && specialBattleSettingInfo.TokenDrawOverrideEffectPair.ContainsKey(firstToken.CardId))
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{
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text = specialBattleSettingInfo.TokenDrawOverrideEffectPair[firstToken.CardId];
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if (text.Contains(":"))
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{
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string[] array = text.Split(':');
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text = array[0];
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animationTime = float.Parse(array[1]);
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}
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color = Color.clear;
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}
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Func<Vector3> func = () => firstToken.BattleCardView.GameObject.transform.position;
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return skill.CreateSkillEffectFromPath(text, "se_" + text, skill.SkillPrm.resourceMgr, EffectMgr.EngineType.SHURIKEN, EffectMgr.MoveType.DIRECT, func, func, animationTime, color);
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}
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}
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