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>
254 lines
5.6 KiB
C#
254 lines
5.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("NGUI/Interaction/Drag and Drop Item")]
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public class UIDragDropItem : MonoBehaviour
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{
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public enum Restriction
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{
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None,
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Horizontal,
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Vertical,
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PressAndHold
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}
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public Restriction restriction;
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public bool cloneOnDrag;
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[HideInInspector]
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public float pressAndHoldDelay = 1f;
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public bool interactable = true;
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public bool IsGridRepositionUse = true;
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[NonSerialized]
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protected Transform mTrans;
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[NonSerialized]
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protected Transform mParent;
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[NonSerialized]
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protected Collider mCollider;
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[NonSerialized]
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protected Collider2D mCollider2D;
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[NonSerialized]
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protected UIButton mButton;
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[NonSerialized]
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protected UIRoot mRoot;
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[NonSerialized]
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protected UIGrid mGrid;
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[NonSerialized]
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protected UITable mTable;
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[NonSerialized]
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protected float mDragStartTime;
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[NonSerialized]
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protected UIDragScrollView mDragScrollView;
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[NonSerialized]
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protected bool mPressed;
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[NonSerialized]
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protected bool mDragging;
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[NonSerialized]
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protected UICamera.MouseOrTouch mTouch;
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public static List<UIDragDropItem> draggedItems = new List<UIDragDropItem>();
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protected virtual void Awake()
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{
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mTrans = base.transform;
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mCollider = base.gameObject.GetComponent<Collider>();
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mCollider2D = base.gameObject.GetComponent<Collider2D>();
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}
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protected virtual void Start()
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{
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mButton = GetComponent<UIButton>();
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mDragScrollView = GetComponent<UIDragScrollView>();
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}
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protected virtual void OnPress(bool isPressed)
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{
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if (!interactable || UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3)
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{
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return;
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}
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if (isPressed)
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{
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if (!mPressed)
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{
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mTouch = UICamera.currentTouch;
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mDragStartTime = RealTime.time + pressAndHoldDelay;
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mPressed = true;
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}
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}
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else if (mPressed && mTouch == UICamera.currentTouch)
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{
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mPressed = false;
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mTouch = null;
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}
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}
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protected virtual void Update()
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{
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if (restriction == Restriction.PressAndHold && mPressed && !mDragging && mDragStartTime < RealTime.time)
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{
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StartDragging();
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}
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}
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protected virtual void OnDragStart()
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{
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if (!interactable || !base.enabled || mTouch != UICamera.currentTouch)
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{
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return;
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}
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if (restriction != Restriction.None)
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{
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if (restriction == Restriction.Horizontal)
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{
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Vector2 totalDelta = mTouch.totalDelta;
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if (Mathf.Abs(totalDelta.x) < Mathf.Abs(totalDelta.y))
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{
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return;
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}
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}
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else if (restriction == Restriction.Vertical)
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{
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Vector2 totalDelta2 = mTouch.totalDelta;
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if (Mathf.Abs(totalDelta2.x) > Mathf.Abs(totalDelta2.y))
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{
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return;
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}
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}
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else if (restriction == Restriction.PressAndHold)
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{
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return;
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}
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}
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StartDragging();
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}
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public virtual void StartDragging()
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{
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if (!interactable || mDragging)
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{
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return;
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}
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if (cloneOnDrag)
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{
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mPressed = false;
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GameObject gameObject = NGUITools.AddChild(base.transform.parent.gameObject, base.gameObject);
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gameObject.transform.localPosition = base.transform.localPosition;
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gameObject.transform.localRotation = base.transform.localRotation;
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gameObject.transform.localScale = base.transform.localScale;
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UIButtonColor component = gameObject.GetComponent<UIButtonColor>();
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if (component != null)
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{
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component.defaultColor = GetComponent<UIButtonColor>().defaultColor;
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}
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if (mTouch != null && mTouch.pressed == base.gameObject)
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{
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mTouch.current = gameObject;
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mTouch.pressed = gameObject;
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mTouch.dragged = gameObject;
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mTouch.last = gameObject;
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}
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UIDragDropItem component2 = gameObject.GetComponent<UIDragDropItem>();
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component2.mTouch = mTouch;
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component2.mPressed = true;
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component2.mDragging = true;
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component2.Start();
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component2.OnClone(base.gameObject);
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component2.OnDragDropStart();
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if (UICamera.currentTouch == null)
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{
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UICamera.currentTouch = mTouch;
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}
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mTouch = null;
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UICamera.Notify(base.gameObject, "OnPress", false);
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UICamera.Notify(base.gameObject, "OnHover", false);
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}
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else
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{
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mDragging = true;
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OnDragDropStart();
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}
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}
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protected virtual void OnClone(GameObject original)
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{
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}
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protected virtual void OnDragDropStart()
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{
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if (!draggedItems.Contains(this))
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{
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draggedItems.Add(this);
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}
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if (mDragScrollView != null)
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{
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mDragScrollView.enabled = false;
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}
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if (mButton != null)
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{
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mButton.isEnabled = false;
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}
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else if (mCollider != null)
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{
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mCollider.enabled = false;
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}
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else if (mCollider2D != null)
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{
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mCollider2D.enabled = false;
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}
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mParent = mTrans.parent;
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mRoot = NGUITools.FindInParents<UIRoot>(mParent);
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mGrid = NGUITools.FindInParents<UIGrid>(mParent);
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mTable = NGUITools.FindInParents<UITable>(mParent);
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if (UIDragDropRoot.root != null)
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{
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mTrans.parent = UIDragDropRoot.root;
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}
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Vector3 localPosition = mTrans.localPosition;
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localPosition.z = 0f;
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mTrans.localPosition = localPosition;
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TweenPosition component = GetComponent<TweenPosition>();
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if (component != null)
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{
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component.enabled = false;
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}
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SpringPosition component2 = GetComponent<SpringPosition>();
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if (component2 != null)
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{
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component2.enabled = false;
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}
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NGUITools.MarkParentAsChanged(base.gameObject);
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if (mTable != null)
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{
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mTable.repositionNow = true;
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}
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if (mGrid != null)
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{
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mGrid.repositionNow = true;
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}
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}
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protected virtual void OnDragDropMove(Vector2 delta)
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{
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mTrans.localPosition += (Vector3)delta;
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}
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}
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