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>
587 lines
19 KiB
C#
587 lines
19 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 System.Text;
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using Convention;
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using Cute;
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using UnityEngine;
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using Wizard.DeckCardEdit;
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using Wizard.Story;
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namespace Wizard;
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public class ClassSelectionPage : UIBase
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{
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public enum eMode
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{
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StorySelect,
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PracticeSelect,
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DeckEdit
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}
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[SerializeField]
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private ClassInfoParts _selectClassInfo;
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[SerializeField]
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private UILabel _storyProgressLabel;
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[SerializeField]
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private UILabel _storyAnnotationLabel;
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[SerializeField]
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private UILabel _selectClassDescriptionLabel;
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[SerializeField]
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private UITexture _selectCharaTexture;
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[SerializeField]
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private UISprite _selectMarkSprite;
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[SerializeField]
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private UIGrid _classButtonGrid;
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[SerializeField]
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private ClassSelectionButton _classButtonParts;
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[SerializeField]
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private UIButton _decideButton;
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[SerializeField]
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private GameObject _effectDecideButton;
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[SerializeField]
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private GameObject _selectMarkMainClass;
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[SerializeField]
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private GameObject _selectMarkSubClass;
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[SerializeField]
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private Vector3 _charaMoveStartPos = new Vector3(252f, -50f, 0f);
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[SerializeField]
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private Vector3 _charaMoveEndPos = new Vector3(282f, -50f, 0f);
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[SerializeField]
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private iTween.EaseType _charaMoveEaseType = iTween.EaseType.linear;
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[SerializeField]
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private float _charaMoveTime = 0.1f;
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[SerializeField]
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private GameObject _useSubClassMessageObj;
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private List<ClassCharacterMasterData> _classCharacterMasterDatas = new List<ClassCharacterMasterData>();
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private List<string> _loadPathList = new List<string>();
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private ClassCharacterMasterData _selectCharaMasterData;
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private CardBasePrm.ClanType _selectMainClass = CardBasePrm.ClanType.NONE;
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private CardBasePrm.ClanType _selectSubClass = CardBasePrm.ClanType.NONE;
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private CardBasePrm.ClanType _displayClass = CardBasePrm.ClanType.NONE;
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private List<int> _notificationIconClassList = new List<int>();
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private List<ClassSelectionButton> _classSelectionButtonList = new List<ClassSelectionButton>();
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private string _lastChapterClearTextId;
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private ClassSelectionPageParam SceneParam => UIManager.GetInstance().GetSceneParam<ClassSelectionPageParam>(UIManager.ViewScene.ClassSelectionPage);
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private bool _useSubClass => FormatBehaviorManager.GetDefaultBehaviour(SceneParam.Format).UseSubClass;
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public eMode Mode => SceneParam.Mode;
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public List<int> UsedClassIdList => SceneParam.UsedClassIdList;
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private SelectedStoryInfo SelectedStoryInfo => Data.SelectedStoryInfo;
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public override bool IsUseCommonBackground()
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{
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return false;
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}
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public override void onFirstStart()
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{
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base.IsShowFooterMenu = true;
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base.onFirstStart();
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}
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protected override void onOpen()
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{
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base.onOpen();
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Init();
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}
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protected override void onClose()
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{
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Final();
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base.onClose();
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}
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private void Init()
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{
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if (SceneParam.Mode != eMode.DeckEdit || !DeckListUI.IsSpecialFormatPeriodError(SceneParam.Format))
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{
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_classButtonParts.gameObject.SetActive(value: false);
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InitTopBar();
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InitFooter();
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InitMessage();
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StartCoroutine(InitClassSelection());
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}
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}
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private void Final()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadPathList);
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_loadPathList.Clear();
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}
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private void InitTopBar()
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{
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UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
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changeViewSceneParam.MyPageMenuIndex = 1;
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changeViewSceneParam.IsCutCardMotion = true;
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UIManager.GetInstance().RemoveNowSceneBackButtonParameter();
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if (Mode == eMode.PracticeSelect)
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{
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changeViewSceneParam.OnFinishChangeView = delegate
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{
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MyPageMenu.Instance.GoToPracticeTypeSelect();
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};
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}
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UIManager.GetInstance().CreateTopBar(base.gameObject, GetTopBarText(), UIManager.ViewScene.MyPage, MoneyDraw: false, changeViewSceneParam).gameObject.layer = LayerMask.NameToLayer("MyPage");
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}
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private string GetTopBarText()
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{
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SystemText systemText = Data.SystemText;
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switch (Mode)
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{
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case eMode.StorySelect:
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return systemText.Get("Story_0001");
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case eMode.PracticeSelect:
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return systemText.Get("Story_0016");
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case eMode.DeckEdit:
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if (!_useSubClass)
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{
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return systemText.Get("Story_0001");
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}
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return systemText.Get("Story_0078");
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default:
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return string.Empty;
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}
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}
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private void InitFooter()
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{
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UIManager instance = UIManager.GetInstance();
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switch (Mode)
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{
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case eMode.StorySelect:
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instance.setBackScene(base.gameObject, UIManager.ViewScene.StorySelectionWorld);
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instance._Footer.UpdateCurrentIndex(1);
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instance._Footer.UpdateSoloPlayBadgeIcon();
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break;
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case eMode.PracticeSelect:
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instance.setBackScene(base.gameObject, UIManager.ViewScene.MyPage);
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instance._Footer.UpdateCurrentIndex(1);
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break;
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case eMode.DeckEdit:
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if (!Offline.IsConventionMode)
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{
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instance._Footer.UpdateCurrentIndex(4);
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}
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instance.setBackScene(base.gameObject, UIManager.ViewScene.DeckList);
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break;
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}
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}
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private void InitMessage()
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{
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_useSubClassMessageObj.SetActive(_useSubClass);
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}
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private IEnumerator InitClassSelection()
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{
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BaseTask task = null;
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switch (Mode)
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{
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case eMode.StorySelect:
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ResetSelectedStoryInfo();
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task = new StoryLeaderSelectTask(SelectedStoryInfo);
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break;
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case eMode.PracticeSelect:
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task = new PracticeInfoTask();
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break;
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}
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if (task != null)
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{
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StartCoroutine(Toolbox.NetworkManager.Connect(task));
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while (!task.isServerResultCodeOK())
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{
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yield return null;
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}
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}
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if (Mode == eMode.PracticeSelect)
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{
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_notificationIconClassList.AddRange(Data.PracticeDataMgr.CampaignClassIdList);
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}
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if (Mode == eMode.StorySelect)
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{
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_classCharacterMasterDatas = Data.StoryLeaderSelect.LeaderCharaIds.Select((int charaId) => GetCharaPrmByCharaId(charaId)).ToList();
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}
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else
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{
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// Pre-Phase-5b: chara master unavailable headless; leave the master list empty.
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}
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ResourcesManager resourcesManager = Toolbox.ResourcesManager;
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foreach (ClassCharacterMasterData classCharacterMasterData in _classCharacterMasterDatas)
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{
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_loadPathList.Add(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton));
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_loadPathList.Add(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaBase));
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}
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_loadPathList.Add(resourcesManager.GetAssetTypePath("empty", ResourcesManager.AssetLoadPathType.ClassCharaButton));
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yield return StartCoroutine(resourcesManager.LoadAssetGroupAsync(_loadPathList, null));
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CreateClassButton();
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UIEventListener.Get(_decideButton.gameObject).onClick = OnDecideButtonClick;
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SetActiveDecideButton(!_useSubClass);
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UIManager.GetInstance().OnReadyViewScene(isFadein: true, null, OnFinishFadeIn);
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}
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private void SetActiveDecideButton(bool isActive)
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{
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UIManager.SetObjectToGrey(_decideButton.gameObject, !isActive);
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_effectDecideButton.SetActive(isActive);
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}
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private void SetUnselectedButtonGrayout(bool isGrayout)
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{
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List<int> usedClass = new List<int>();
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if (UsedClassIdList != null)
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{
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usedClass.AddRange(UsedClassIdList);
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}
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_classSelectionButtonList.Where((ClassSelectionButton x) => !usedClass.Contains(x.ClassCharacterMasterData.class_id) && x.ClassCharacterMasterData.class_id != (int)_selectMainClass && x.ClassCharacterMasterData.class_id != (int)_selectSubClass).ToList().ForEach(delegate(ClassSelectionButton button)
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{
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UIManager.SetObjectToGrey(button.gameObject, isGrayout);
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});
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}
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private ClassCharacterMasterData GetCharaPrmByCharaId(int charaId)
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{
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return null; // Pre-Phase-5b: headless has no chara master
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}
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private void CreateClassButton()
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{
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ClassSelectionButton classButton = null;
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switch (Mode)
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{
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case eMode.PracticeSelect:
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case eMode.DeckEdit:
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classButton = CreateClassButtonPracticeAndDeckEdit();
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_storyAnnotationLabel.gameObject.SetActive(value: false);
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_storyProgressLabel.gameObject.SetActive(value: false);
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break;
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case eMode.StorySelect:
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classButton = CreateClassButtonStory();
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_storyAnnotationLabel.gameObject.SetActive(Data.StoryLeaderSelect.DataList.Count < Data.StoryLeaderSelect.LeaderCount);
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break;
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}
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_classButtonGrid.Reposition();
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_selectMarkSprite.gameObject.SetActive(!_useSubClass);
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_selectMarkMainClass.SetActive(value: false);
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_selectMarkSubClass.SetActive(value: false);
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SelectClass(classButton);
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}
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private ClassSelectionButton CreateClassButtonPracticeAndDeckEdit()
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{
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ResourcesManager resourcesManager = Toolbox.ResourcesManager;
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ClassSelectionButton classSelectionButton = null;
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foreach (ClassCharacterMasterData classCharacterMasterData in _classCharacterMasterDatas)
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{
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bool flag = UsedClassIdList.Contains(classCharacterMasterData.class_id);
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GameObject gameObject = NGUITools.AddChild(_classButtonGrid.gameObject, _classButtonParts.gameObject);
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_classSelectionButtonList.Add(gameObject.GetComponent<ClassSelectionButton>());
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gameObject.SetActive(value: true);
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ClassSelectionButton component = gameObject.GetComponent<ClassSelectionButton>();
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component.Init(classCharacterMasterData, resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton, isfetch: true)), OnClickClassButton, isShowStoryClearLabel: false, flag, _notificationIconClassList.Contains(classCharacterMasterData.class_id));
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if (classSelectionButton == null && !flag)
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{
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classSelectionButton = component;
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}
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}
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return classSelectionButton;
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}
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private ClassSelectionButton CreateClassButtonStory()
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{
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ResourcesManager resourcesManager = Toolbox.ResourcesManager;
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ClassSelectionButton classSelectionButton = null;
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int i = 0;
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for (int leaderCount = Data.StoryLeaderSelect.LeaderCount; i < leaderCount; i++)
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{
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GameObject obj = NGUITools.AddChild(_classButtonGrid.gameObject, _classButtonParts.gameObject);
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obj.SetActive(value: true);
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ClassSelectionButton component = obj.GetComponent<ClassSelectionButton>();
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if (i < _classCharacterMasterDatas.Count)
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{
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ClassCharacterMasterData classCharacterMasterData = _classCharacterMasterDatas[i];
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StoryLeaderSelectData storyLeaderSelectDataByClassID = GetStoryLeaderSelectDataByClassID(classCharacterMasterData.class_id);
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component.Init(classCharacterMasterData, resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton, isfetch: true)), OnClickClassButton, storyLeaderSelectDataByClassID.IsFinished, isShowUsedLabel: false, showNotificationIcon: false);
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if (classSelectionButton == null)
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{
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classSelectionButton = component;
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}
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}
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else
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{
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component.InitEmpty();
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}
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}
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return classSelectionButton;
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}
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private void OnClickClassButton(ClassSelectionButton classButton)
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{
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if (_useSubClass)
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{
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SelectClassForUseSubClass(classButton);
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}
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else
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{
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SelectClass(classButton);
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}
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}
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private void SelectClass(ClassSelectionButton classButton)
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{
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if (_selectCharaMasterData == classButton.ClassCharacterMasterData)
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{
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return;
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}
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_selectCharaMasterData = classButton.ClassCharacterMasterData;
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_selectMarkSprite.transform.position = classButton.transform.position;
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ViewClassCharaInfo(_selectCharaMasterData);
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if (Mode == eMode.StorySelect && !GetStoryLeaderSelectDataByClassID(_selectCharaMasterData.class_id).IsFinished)
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{
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string currentChapter = GetStoryLeaderSelectDataByClassID(_selectCharaMasterData.class_id).CurrentChapter;
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string text = UIUtil.ExtractStringNumber(currentChapter).ToString();
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string value = UIUtil.ExtractStringAlphabet(currentChapter);
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string text2 = "";
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if (!text.Equals(currentChapter))
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{
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StringBuilder tempStringBuilder = UIUtil.GetTempStringBuilder();
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tempStringBuilder.Append("Route_");
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tempStringBuilder.Append(SelectedStoryInfo.SectionId.ToString()).Append("_");
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tempStringBuilder.Append(_selectCharaMasterData.chara_id.ToString()).Append("_");
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tempStringBuilder.Append(value);
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text2 = Data.SystemText.Get(tempStringBuilder.ToString()) + " " + text;
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}
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else
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{
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text2 = currentChapter;
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}
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_storyProgressLabel.text = Data.SystemText.Get("Story_0050", text2.ToString());
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_storyProgressLabel.gameObject.SetActive(value: true);
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}
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else
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{
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_storyProgressLabel.gameObject.SetActive(value: false);
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}
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}
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private void SelectClassForUseSubClass(ClassSelectionButton classButton)
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{
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CardBasePrm.ClanType clan = classButton.ClassCharacterMasterData.clan;
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if (_selectMainClass == clan)
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{
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_selectMarkMainClass.gameObject.SetActive(value: false);
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_selectMainClass = CardBasePrm.ClanType.NONE;
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SetUnselectedButtonGrayout(isGrayout: false);
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SetActiveDecideButton(isActive: false);
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}
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else if (_selectSubClass == clan)
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{
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_selectMarkSubClass.gameObject.SetActive(value: false);
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_selectSubClass = CardBasePrm.ClanType.NONE;
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SetActiveDecideButton(isActive: false);
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SetUnselectedButtonGrayout(isGrayout: false);
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}
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else if (!IsCompleteSelectClass())
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{
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if (_selectMainClass == CardBasePrm.ClanType.NONE)
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{
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_selectMainClass = clan;
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_selectMarkMainClass.transform.position = classButton.transform.position;
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_selectMarkMainClass.gameObject.SetActive(value: true);
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}
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else if (_selectSubClass == CardBasePrm.ClanType.NONE)
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{
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_selectSubClass = clan;
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_selectMarkSubClass.transform.position = classButton.transform.position;
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_selectMarkSubClass.gameObject.SetActive(value: true);
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}
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ViewClassCharaInfo(classButton.ClassCharacterMasterData);
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SetActiveDecideButton(IsCompleteSelectClass());
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SetUnselectedButtonGrayout(IsCompleteSelectClass());
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}
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bool IsCompleteSelectClass()
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{
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if (_selectMainClass != CardBasePrm.ClanType.NONE)
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{
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return _selectSubClass != CardBasePrm.ClanType.NONE;
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}
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return false;
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}
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}
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private void ViewClassCharaInfo(ClassCharacterMasterData charaData)
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{
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if (charaData.clan != _displayClass)
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{
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_displayClass = charaData.clan;
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_selectClassInfo.InitByCharaPrm(charaData);
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_selectClassDescriptionLabel.SetWrapText(Data.SystemText.Get("Class_Selection_" + charaData.class_id.ToString("D4")));
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ResourcesManager resourcesManager = Toolbox.ResourcesManager;
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_selectCharaTexture.mainTexture = resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(charaData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaBase, isfetch: true));
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GameObject obj = _selectCharaTexture.gameObject;
|
|
iTween.Stop(obj);
|
|
obj.transform.localPosition = _charaMoveStartPos;
|
|
iTween.MoveTo(obj, iTween.Hash("position", _charaMoveEndPos, "time", _charaMoveTime, "islocal", true, "easetype", _charaMoveEaseType));
|
|
}
|
|
}
|
|
|
|
private void OnDecideButtonClick(GameObject g)
|
|
{
|
|
switch (Mode)
|
|
{
|
|
case eMode.StorySelect:
|
|
SelectedStoryInfo.SetSectionChara(_selectCharaMasterData);
|
|
|
|
UIManager.GetInstance().ChangeViewScene(SelectedStoryInfo.ChapterSelectionView);
|
|
break;
|
|
case eMode.PracticeSelect:
|
|
|
|
ShowSelectDifficultyDialog();
|
|
break;
|
|
case eMode.DeckEdit:
|
|
OnDecideButtonDeckEditMode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnDecideButtonDeckEditMode()
|
|
{
|
|
if (SceneParam.Format == Format.MyRotation)
|
|
{
|
|
|
|
MyRotationPeriodSelectDialog.Create(null, (CardBasePrm.ClanType)_selectCharaMasterData.class_id, delegate(MyRotationInfo myRotationData)
|
|
{
|
|
OnDecideClassDeckEditMode(myRotationData);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
|
|
OnDecideClassDeckEditMode(null);
|
|
}
|
|
}
|
|
|
|
private void OnDecideClassDeckEditMode(MyRotationInfo myRotationInfo)
|
|
{
|
|
if (_useSubClass)
|
|
{
|
|
DeckCardEditUI.ClassSet = new ClassSet(_selectMainClass, _selectSubClass);
|
|
}
|
|
else
|
|
{
|
|
DeckCardEditUI.ClassSet = new ClassSet((CardBasePrm.ClanType)_selectCharaMasterData.class_id);
|
|
}
|
|
DeckCardEditUI.MyRotationInfo = myRotationInfo;
|
|
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
|
|
if (!Offline.IsConventionMode)
|
|
{
|
|
changeViewSceneParam.IsUpdateFooterMenuTexture = true;
|
|
}
|
|
changeViewSceneParam.OnChange = delegate
|
|
{
|
|
UIManager.GetInstance().GetUiBaseOfCurrentScene();
|
|
};
|
|
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.DeckCardEdit, changeViewSceneParam);
|
|
}
|
|
|
|
private StoryLeaderSelectData GetStoryLeaderSelectDataByClassID(int classId)
|
|
{
|
|
return Data.StoryLeaderSelect.DataList.Find((StoryLeaderSelectData data) => data.ClassId == classId);
|
|
}
|
|
|
|
private void ShowSelectDifficultyDialog()
|
|
{
|
|
int enemyClassId = _selectCharaMasterData.class_id;
|
|
List<PracticeData> practiceDataList = Data.PracticeDataMgr.GetClassDataList(enemyClassId);
|
|
if (practiceDataList.Count <= 0)
|
|
{
|
|
return;
|
|
}
|
|
int num = -1;
|
|
List<string> list = new List<string>();
|
|
for (int i = 0; i < practiceDataList.Count; i++)
|
|
{
|
|
list.Add(practiceDataList[i].Text);
|
|
if (num < 0 && !practiceDataList[i].IsMaintenance)
|
|
{
|
|
num = i;
|
|
}
|
|
}
|
|
if (num < 0)
|
|
{
|
|
num = 0;
|
|
}
|
|
DialogBase dia = null;
|
|
int selectIndex = num;
|
|
Action<int> selectCallback = delegate(int selectIdx)
|
|
{
|
|
selectIndex = selectIdx;
|
|
UIManager.SetObjectToGrey(dia.button1.gameObject, practiceDataList[selectIndex].IsMaintenance);
|
|
};
|
|
dia = DrumrollDialog.Create(list, num, selectCallback);
|
|
dia.SetTitleLabel(Data.SystemText.Get("Story_0022"));
|
|
dia.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
|
|
dia.onPushButton1 = delegate
|
|
{
|
|
// Pre-Phase-5b: kicked off practice-battle setup via DataMgr writes + PracticeStartTask.
|
|
// Headless never runs practice UI; stub to close the dialog and change scene directly.
|
|
dia.CloseWithoutSelect();
|
|
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle);
|
|
};
|
|
dia.ClickSe_Btn1 = 0;
|
|
}
|
|
|
|
private void OnFinishFadeIn()
|
|
{
|
|
if (Mode == eMode.StorySelect && _lastChapterClearTextId != null)
|
|
{
|
|
SystemText systemText = Data.SystemText;
|
|
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
|
|
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
|
|
dialogBase.SetTitleLabel(systemText.Get("Common_0021"));
|
|
dialogBase.SetButtonText(systemText.Get("Common_0004"));
|
|
dialogBase.SetText(systemText.Get(_lastChapterClearTextId));
|
|
_lastChapterClearTextId = null;
|
|
}
|
|
}
|
|
|
|
private void ResetSelectedStoryInfo()
|
|
{
|
|
_lastChapterClearTextId = SelectedStoryInfo.LastChapterClearTextId;
|
|
SelectedStoryInfo.ClearInfoForLeaderSelectionScene();
|
|
}
|
|
}
|