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
5.4 KiB
C#
183 lines
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.UI.Common;
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using Wizard.UI.Profile;
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public class DeckIntroduction : MonoBehaviour
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{
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private static readonly Dictionary<Format, FormatChangeUI.FormatCategory> FORMAT_TO_FORMAT_CATEGORY = new Dictionary<Format, FormatChangeUI.FormatCategory>
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{
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{
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Format.Rotation,
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FormatChangeUI.FormatCategory.Rotation
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},
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{
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Format.Unlimited,
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FormatChangeUI.FormatCategory.Unlimited
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},
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{
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Format.Crossover,
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FormatChangeUI.FormatCategory.Crossover
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}
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};
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[SerializeField]
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private TabList _tabList;
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private Format _formatState;
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[SerializeField]
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private GameObject _dialogAttachRoot;
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private DialogBase _dialog;
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private DeckIntroductionTask _introductionTask;
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private bool _isUpdateDeckList = true;
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private FormatChangeUI _formatChangeUI;
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private int _seriesId;
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public static void Create(GameObject prefab, GameObject parent, int seriesId = -1, Format format = Format.Max)
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{
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GameObject obj = NGUITools.AddChild(parent, prefab);
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DeckIntroduction component = obj.GetComponent<DeckIntroduction>();
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component.SetSeriesId(seriesId);
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component._formatState = format;
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.AddButton(DialogBase.ButtonType.Gray, isReflect: false, Data.SystemText.Get("OtherTop_0065"));
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dialogBase.ClickSe_Btn1 = 0;
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dialogBase.isNotCloseWindowButton1 = true;
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dialogBase.onPushButton1 = component.CreateSelectSeriesIdDialog;
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dialogBase.AddButton(DialogBase.ButtonType.Close);
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dialogBase.TitleOnOff(flag: false);
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dialogBase.CloseOnOff(flag: false);
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dialogBase.SetSize(DialogBase.Size.XL);
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dialogBase.OnClose = (Action)Delegate.Combine(dialogBase.OnClose, (Action)delegate
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{
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UnityEngine.Object.Destroy(obj);
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});
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dialogBase.SetObj(component._dialogAttachRoot);
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component._dialog = dialogBase;
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dialogBase.gameObject.SetActive(value: false);
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}
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private void SetSeriesId(int seriesId)
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{
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_seriesId = seriesId;
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}
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private IEnumerator StartDeckIntroductionTask()
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{
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_introductionTask = new DeckIntroductionTask();
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if (_seriesId != -1)
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{
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_introductionTask.SetParameter(_seriesId);
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}
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bool isSuccess = false;
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yield return StartCoroutine(Toolbox.NetworkManager.Connect(_introductionTask, delegate
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{
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isSuccess = true;
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}));
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while (!isSuccess)
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{
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yield return null;
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}
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}
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private void CreateSelectSeriesIdDialog()
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{
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int prevSeriesId = _seriesId;
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List<int> seriesIdList = _introductionTask.ResultDeckSeriesIdList;
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_ = _introductionTask.ResultDeckSeriesNameList;
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seriesIdList.IndexOf(_seriesId);
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DialogBase dialogBase = DeckIntroductionPeriodSelectDialog.Create(_seriesId, _introductionTask, delegate(int newId)
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{
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_seriesId = newId;
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});
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int num = _dialogAttachRoot.GetComponentInChildren<UIPanel>().depth + 5;
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dialogBase.SetPanelDepth(num);
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dialogBase.InsideObject.GetComponent<UIPanel>().depth = num + 1;
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UIPanel[] componentsInChildren = dialogBase.InsideObject.GetComponentsInChildren<UIPanel>();
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for (int num2 = 0; num2 < componentsInChildren.Length; num2++)
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{
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componentsInChildren[num2].depth += num + 2;
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}
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dialogBase.SetTitleLabel(Data.SystemText.Get("OtherTop_0066"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
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dialogBase.ClickSe_Btn1 = 0;
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dialogBase.onPushButton1 = delegate
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{
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if (_seriesId != prevSeriesId)
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{
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StartCoroutine(ChangeDeckIntroductionSeries());
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}
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};
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dialogBase.onCloseWithoutSelect = delegate
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{
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_seriesId = prevSeriesId;
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};
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}
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private IEnumerator ChangeDeckIntroductionSeries()
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{
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yield return StartCoroutine(StartDeckIntroductionTask());
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UpdateFormatChangeUI();
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UpdateClassTab();
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}
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private void UpdateClassTab()
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{
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_isUpdateDeckList = true;
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CardBasePrm.ClanType clanType = CardBasePrm.ClanType.NONE;
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for (int i = 1; i < 9; i++)
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{
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CardBasePrm.ClanType clanType2 = (CardBasePrm.ClanType)i;
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if (_introductionTask.IsExistClass(clanType2, _formatState))
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{
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if (clanType == CardBasePrm.ClanType.NONE)
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{
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clanType = clanType2;
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}
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_tabList.SetTabToGrayByIndex(i - 1, disable: false);
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}
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else
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{
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_tabList.SetTabToGrayByIndex(i - 1, disable: true);
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}
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}
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_tabList.Reset();
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_tabList.SelectTabByIndex((int)(clanType - 1), isForceSet: true);
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}
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private void UpdateFormatChangeUI()
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{
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bool flag = _introductionTask.IsExistFormat(Format.Rotation);
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bool flag2 = _introductionTask.IsExistFormat(Format.Unlimited);
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bool flag3 = _introductionTask.IsExistFormat(Format.Crossover);
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_formatChangeUI.SetEnableFormatButton(FORMAT_TO_FORMAT_CATEGORY[Format.Rotation], flag);
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_formatChangeUI.SetEnableFormatButton(FORMAT_TO_FORMAT_CATEGORY[Format.Unlimited], flag2);
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_formatChangeUI.UpdateAnotherFormatButton(flag3 ? FORMAT_TO_FORMAT_CATEGORY[Format.Crossover] : FormatChangeUI.FormatCategory.Invalid);
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if (_formatState == Format.Crossover && !flag3)
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{
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_formatState = Format.Rotation;
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}
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if (!flag)
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{
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_formatState = Format.Unlimited;
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}
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else if (!flag2)
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{
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_formatState = Format.Rotation;
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}
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_formatChangeUI.ChangeFormat(FORMAT_TO_FORMAT_CATEGORY[_formatState]);
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}
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}
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