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>
243 lines
5.2 KiB
C#
243 lines
5.2 KiB
C#
using System;
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using UnityEngine;
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[AddComponentMenu("NGUI/Interaction/Key Navigation")]
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public class UIKeyNavigation : MonoBehaviour
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{
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public enum Constraint
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{
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None,
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Vertical,
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Horizontal,
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Explicit
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}
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public static BetterList<UIKeyNavigation> list = new BetterList<UIKeyNavigation>();
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public Constraint constraint;
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public GameObject onUp;
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public GameObject onDown;
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public GameObject onLeft;
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public GameObject onRight;
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public GameObject onTab;
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public static int mLastFrame = 0;
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public bool isColliderEnabled
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{
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get
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{
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if (base.enabled && base.gameObject.activeInHierarchy)
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{
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Collider component = GetComponent<Collider>();
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if (component != null)
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{
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return component.enabled;
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}
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Collider2D component2 = GetComponent<Collider2D>();
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if (component2 != null)
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{
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return component2.enabled;
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}
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return false;
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}
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return false;
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}
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}
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private static bool IsActive(GameObject go)
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{
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if ((bool)go && go.activeInHierarchy)
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{
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Collider component = go.GetComponent<Collider>();
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if (component != null)
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{
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return component.enabled;
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}
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Collider2D component2 = go.GetComponent<Collider2D>();
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if (component2 != null)
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{
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return component2.enabled;
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}
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return false;
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}
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return false;
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}
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public GameObject GetLeft()
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{
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if (IsActive(onLeft))
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{
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return onLeft;
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}
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if (constraint == Constraint.Vertical || constraint == Constraint.Explicit)
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{
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return null;
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}
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return Get(Vector3.left, 1f, 2f);
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}
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public GameObject GetRight()
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{
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if (IsActive(onRight))
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{
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return onRight;
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}
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if (constraint == Constraint.Vertical || constraint == Constraint.Explicit)
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{
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return null;
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}
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return Get(Vector3.right, 1f, 2f);
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}
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public GameObject GetUp()
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{
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if (IsActive(onUp))
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{
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return onUp;
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}
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if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit)
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{
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return null;
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}
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return Get(Vector3.up, 2f);
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}
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public GameObject GetDown()
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{
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if (IsActive(onDown))
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{
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return onDown;
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}
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if (constraint == Constraint.Horizontal || constraint == Constraint.Explicit)
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{
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return null;
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}
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return Get(Vector3.down, 2f);
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}
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public GameObject Get(Vector3 myDir, float x = 1f, float y = 1f)
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{
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Transform transform = base.transform;
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myDir = transform.TransformDirection(myDir);
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Vector3 center = GetCenter(base.gameObject);
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float num = float.MaxValue;
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GameObject result = null;
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for (int i = 0; i < list.size; i++)
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{
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UIKeyNavigation uIKeyNavigation = list[i];
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if (uIKeyNavigation == this || uIKeyNavigation.constraint == Constraint.Explicit || !uIKeyNavigation.isColliderEnabled)
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{
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continue;
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}
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UIWidget component = uIKeyNavigation.GetComponent<UIWidget>();
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if (component != null && component.alpha == 0f)
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{
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continue;
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}
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Vector3 direction = GetCenter(uIKeyNavigation.gameObject) - center;
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if (!(Vector3.Dot(myDir, direction.normalized) < 0.707f))
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{
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direction = transform.InverseTransformDirection(direction);
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direction.x *= x;
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direction.y *= y;
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float sqrMagnitude = direction.sqrMagnitude;
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if (!(sqrMagnitude > num))
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{
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result = uIKeyNavigation.gameObject;
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num = sqrMagnitude;
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}
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}
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}
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return result;
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}
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protected static Vector3 GetCenter(GameObject go)
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{
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UIWidget component = go.GetComponent<UIWidget>();
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UICamera uICamera = UICamera.FindCameraForLayer(go.layer);
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if (uICamera != null)
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{
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Vector3 position = go.transform.position;
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if (component != null)
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{
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Vector3[] worldCorners = component.worldCorners;
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position = (worldCorners[0] + worldCorners[2]) * 0.5f;
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}
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position = uICamera.cachedCamera.WorldToScreenPoint(position);
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position.z = 0f;
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return position;
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}
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if (component != null)
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{
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Vector3[] worldCorners2 = component.worldCorners;
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return (worldCorners2[0] + worldCorners2[2]) * 0.5f;
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}
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return go.transform.position;
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}
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public virtual void OnKey(KeyCode key)
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{
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if (UIPopupList.isOpen || mLastFrame == Time.frameCount)
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{
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return;
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}
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mLastFrame = Time.frameCount;
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if (key != KeyCode.Tab)
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{
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return;
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}
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GameObject gameObject = onTab;
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if (gameObject == null)
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{
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if (UICamera.GetKey(KeyCode.LeftShift) || UICamera.GetKey(KeyCode.RightShift))
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{
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gameObject = GetLeft();
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if (gameObject == null)
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{
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gameObject = GetUp();
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}
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if (gameObject == null)
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{
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gameObject = GetDown();
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}
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if (gameObject == null)
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{
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gameObject = GetRight();
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}
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}
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else
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{
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gameObject = GetRight();
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if (gameObject == null)
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{
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gameObject = GetDown();
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}
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if (gameObject == null)
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{
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gameObject = GetUp();
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}
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if (gameObject == null)
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{
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gameObject = GetLeft();
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}
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}
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}
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if (gameObject != null)
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{
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UICamera.currentScheme = UICamera.ControlScheme.Controller;
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UICamera.hoveredObject = gameObject;
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UIInput component = gameObject.GetComponent<UIInput>();
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if (component != null)
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{
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component.isSelected = true;
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}
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}
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}
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}
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