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>
536 lines
15 KiB
C#
536 lines
15 KiB
C#
using System;
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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.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 23 of 25 methods unrun in baseline
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// Type: Wizard.Battle.Resource.BattleResourceMgr
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Resource;
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public class BattleResourceMgr : IBattleResourceMgr
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{
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private class CardImageMaterialInfo
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{
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public Material material;
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public int refCount;
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}
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private class EffectBattleInfo
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{
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public GameObject assetObject;
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public string sePath;
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public int refCount;
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}
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private class WaitLoadLoalResourceVfx : VfxBase
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{
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private readonly string _path;
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private readonly Dictionary<string, GameObject> _containerDictionary;
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private readonly ResourceRequest _loadRequest;
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private readonly bool _isAddUIContainer;
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private readonly float _startTime;
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private bool _recordedLog;
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public WaitLoadLoalResourceVfx(string path, Dictionary<string, GameObject> containerDictionary, bool isAddUIContainer)
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{
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_path = path;
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_containerDictionary = containerDictionary;
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_isAddUIContainer = isAddUIContainer;
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if (_containerDictionary.ContainsKey(_path))
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{
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IsEnd = true;
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return;
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}
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_loadRequest = Resources.LoadAsync(path);
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_startTime = Time.time;
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}
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public override void Update(float dt, List<IEffectVfx> effectVfxList)
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{
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base.Update(dt, effectVfxList);
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if (_containerDictionary.ContainsKey(_path))
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{
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IsEnd = true;
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return;
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}
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if (!_recordedLog && (!_loadRequest.isDone || !IsEnd) && Time.time - _startTime > 10f)
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{
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_recordedLog = true;
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LocalLog.AccumulateTraceLog("#722663_" + _path);
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}
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if (_loadRequest.isDone && !IsEnd)
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{
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// Pre-Phase-5b: Prefab clone + AttachAtlas UI-only; mark done to advance loader
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GameObject gameObject = null;
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IsEnd = true;
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}
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}
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}
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private static readonly int RARITY_COUNT = 5;
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private readonly Dictionary<string, CardImageMaterialInfo> m_cardImageMaterialInfoDictionary = new Dictionary<string, CardImageMaterialInfo>();
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private readonly Dictionary<string, EffectBattleInfo> _effectBattleInfoDictionary = new Dictionary<string, EffectBattleInfo>();
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private readonly Dictionary<string, GameObject> m_shardObjectDictionary = new Dictionary<string, GameObject>();
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private Material _playerSleeveMaterial;
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private Material _enemySleeveMaterial;
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private readonly Material[] _handStandardCardFrameMaterials = new Material[RARITY_COUNT];
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private readonly Material[] _handSpellCardFrameMaterials = new Material[RARITY_COUNT];
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private readonly Material[] _inPlayStandardCardFrameMaterials = new Material[RARITY_COUNT];
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private readonly Material[] _choiceBraveCardFrameMaterials = new Material[RARITY_COUNT];
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private Mesh _choiceBraveCardMesh = new Mesh();
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private Mesh _choiceBraveCardLowMesh = new Mesh();
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public VfxBase LoadSleeveMaterial(long sleeveId, bool isPlayer)
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{
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return InstantVfx.Create(delegate
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{
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Material material = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(sleeveId.ToString(), ResourcesManager.AssetLoadPathType.SleeveMaterial, isfetch: true)) as Material;
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material.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(sleeveId.ToString(), ResourcesManager.AssetLoadPathType.SleeveTexture, isfetch: true));
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material.shader = Shader.Find(material.shader.name);
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material.SetFloat("_CullMode", 2f);
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material.SetFloat("_ZWriteMode", 1f);
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if (isPlayer)
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{
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_playerSleeveMaterial = material;
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}
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else
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{
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_enemySleeveMaterial = material;
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}
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});
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}
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public Material GetSleeveMaterial(bool isPlayer)
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{
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if (!isPlayer)
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{
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return _enemySleeveMaterial;
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}
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return _playerSleeveMaterial;
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}
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public virtual VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
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{
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return NullVfx.GetInstance();
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}
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public virtual VfxBase LoadAsset(string fullPath, Action action)
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{
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return NullVfx.GetInstance();
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}
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public VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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return InstantVfx.Create(delegate
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{
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string text = CalcCardImageMaterialPath(cardId, isEvolution, isFollower);
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if (m_cardImageMaterialInfoDictionary.ContainsKey(text))
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{
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m_cardImageMaterialInfoDictionary[text].refCount++;
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}
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else
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{
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Material material = Toolbox.ResourcesManager.LoadObject<Material>(text);
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material.shader = Shader.Find(material.shader.name);
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CardImageMaterialInfo value = new CardImageMaterialInfo
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{
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material = material,
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refCount = 1
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};
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m_cardImageMaterialInfoDictionary.Add(text, value);
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}
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});
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}
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public Material GetCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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string key = CalcCardImageMaterialPath(cardId, isEvolution, isFollower);
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if (!m_cardImageMaterialInfoDictionary.ContainsKey(key))
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{
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return null;
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}
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CardImageMaterialInfo cardImageMaterialInfo = m_cardImageMaterialInfoDictionary[key];
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cardImageMaterialInfo.refCount++;
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return cardImageMaterialInfo.material;
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}
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public VfxBase UnloadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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{
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string path = CalcCardImageMaterialPath(cardId, isEvolution, isFollower);
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if (!m_cardImageMaterialInfoDictionary.ContainsKey(path))
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{
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return NullVfx.GetInstance();
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}
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return InstantVfx.Create(delegate
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{
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CardImageMaterialInfo cardImageMaterialInfo = m_cardImageMaterialInfoDictionary[path];
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cardImageMaterialInfo.refCount--;
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if (cardImageMaterialInfo.refCount <= 0)
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{
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Toolbox.ResourcesManager.RemoveAsset(path);
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}
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});
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}
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private static string CalcCardImageMaterialPath(int cardId, bool isEvolution, bool isFollower)
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{
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CardMaster instanceForBattle = CardMaster.GetInstanceForBattle();
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CardParameter cardParameterFromId = instanceForBattle.GetCardParameterFromId(cardId);
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bool flag = CardMaster.IsMutationCardCheck(cardParameterFromId.BaseCardId);
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ResourcesManager.AssetLoadPathType type = (isFollower ? ResourcesManager.AssetLoadPathType.UnitCardMaterial : ResourcesManager.AssetLoadPathType.SpellCardMaterial);
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if (flag)
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{
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type = ((instanceForBattle.GetCardParameterFromId(cardParameterFromId.ResourceCardId).CharType == CardBasePrm.CharaType.NORMAL) ? ResourcesManager.AssetLoadPathType.UnitCardMaterial : ResourcesManager.AssetLoadPathType.SpellCardMaterial);
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}
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string path = ((cardParameterFromId.ResourceCardId / 1000000000 == 1) ? (cardParameterFromId.ResourceCardId + "_M") : (cardParameterFromId.ResourceCardId + ((isEvolution && !flag) ? "1_M" : "0_M")));
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return Toolbox.ResourcesManager.GetAssetTypePath(path, type, isfetch: true);
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}
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public virtual VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath)
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{
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if (_effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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_effectBattleInfoDictionary[objectPath].refCount++;
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return NullVfx.GetInstance();
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}
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EffectBattleInfo effectBattleInfo = new EffectBattleInfo();
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effectBattleInfo.sePath = sePath;
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effectBattleInfo.refCount = 1;
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_effectBattleInfoDictionary.Add(objectPath, effectBattleInfo);
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List<string> list = new List<string>();
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if (!string.IsNullOrEmpty(objectPath))
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{
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list.Add(Toolbox.ResourcesManager.GetAssetTypePath(objectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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if (!string.IsNullOrEmpty(sePath))
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{
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list.Add("s/" + sePath + ".acb");
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}
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return NullVfx.GetInstance();
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}
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public void AddEffectBattleInfoDictionary(string objectPath, string sePath)
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{
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if (!_effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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EffectBattleInfo effectBattleInfo = new EffectBattleInfo();
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effectBattleInfo.sePath = sePath;
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effectBattleInfo.refCount = 1;
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_effectBattleInfoDictionary.Add(objectPath, effectBattleInfo);
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}
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}
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public void SetEffectBattleInfoDictionary(string objectPath, string objectFullPath)
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{
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if (_effectBattleInfoDictionary != null && _effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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if (_effectBattleInfoDictionary[objectPath].assetObject == null)
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{
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_effectBattleInfoDictionary[objectPath].assetObject = Toolbox.ResourcesManager.LoadObject<GameObject>(objectFullPath);
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}
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else
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{
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_effectBattleInfoDictionary[objectPath].refCount++;
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}
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}
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}
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public VfxBase DecrementEffectBattleRefCount(string objectPath)
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{
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if (!_effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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return NullVfx.GetInstance();
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}
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return InstantVfx.Create(delegate
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{
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EffectBattleInfo effectBattleInfo = _effectBattleInfoDictionary[objectPath];
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if (--effectBattleInfo.refCount < 0)
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{
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effectBattleInfo.refCount = 0;
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}
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});
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}
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public void UnloadEffectBattle()
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{
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string[] array = _effectBattleInfoDictionary.Keys.Where((string key) => _effectBattleInfoDictionary[key].refCount <= 0).ToArray();
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foreach (string text in array)
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{
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Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(text, ResourcesManager.AssetLoadPathType.Effect2D));
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_effectBattleInfoDictionary.Remove(text);
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}
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}
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public virtual VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action<EffectBattle> loadEndCallback)
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{
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if (string.IsNullOrEmpty(objectPath) || objectPath == "NONE")
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{
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loadEndCallback.Call(null);
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return NullVfx.GetInstance();
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}
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VfxBase instance = NullVfx.GetInstance();
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string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(objectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
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instance = LoadEffectBattle(assetTypePath, objectPath, sePath);
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return SequentialVfxPlayer.Create(instance, InstantVfx.Create(delegate
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{
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if (!_effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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loadEndCallback.Call(null);
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}
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else
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{
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EffectBattleInfo effectBattleInfo = _effectBattleInfoDictionary[objectPath];
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if (effectBattleInfo.assetObject == null)
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{
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loadEndCallback.Call(null);
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}
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else
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(effectBattleInfo.assetObject);
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EffectBattle effectBattle = gameObject.AddComponent<EffectBattle>();
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effectBattle.engineType = engineType;
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// Pre-Phase-5b: SetUIParticleShader VFX no-op — fire callback directly
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loadEndCallback.Call(effectBattle);
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}
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}
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}));
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}
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public void DestroyEffectBattleInstance(EffectBattle effectBattle)
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{
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UnityEngine.Object.Destroy(effectBattle.gameObject);
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}
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public VfxBase LoadRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard)
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{
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return InstantVfx.Create(delegate
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{
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Material material = Toolbox.ResourcesManager.LoadObject<Material>(CalcRerityMaterialPath(isHand, isSpell, rarity, isChoiceBraveCard));
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if (isSpell)
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{
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if (isChoiceBraveCard)
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{
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_choiceBraveCardFrameMaterials[rarity] = material;
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}
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else
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{
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_handSpellCardFrameMaterials[rarity] = material;
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}
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}
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else if (isHand)
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{
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_handStandardCardFrameMaterials[rarity] = material;
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}
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else
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{
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_inPlayStandardCardFrameMaterials[rarity] = material;
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}
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});
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}
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public Material GetRerityMaterial(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard)
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{
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if (isSpell)
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{
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if (isChoiceBraveCard)
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{
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return _choiceBraveCardFrameMaterials[rarity];
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}
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return _handSpellCardFrameMaterials[rarity];
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}
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if (isHand)
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{
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return _handStandardCardFrameMaterials[rarity];
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}
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return _inPlayStandardCardFrameMaterials[rarity];
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}
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public void LoadChoiceBraveCardMesh()
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{
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_choiceBraveCardMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_card_heroskill", ResourcesManager.AssetLoadPathType.CardFrameMesh, isfetch: true));
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_choiceBraveCardLowMesh = Toolbox.ResourcesManager.LoadObject<Mesh>(Toolbox.ResourcesManager.GetAssetTypePath("md_card_heroskill_low", ResourcesManager.AssetLoadPathType.CardFrameMesh, isfetch: true));
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}
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public Mesh GetChoiceBraveCardMesh(bool isLow)
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{
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if (isLow)
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{
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return _choiceBraveCardLowMesh;
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}
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return _choiceBraveCardMesh;
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}
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private string CalcRerityMaterialPath(bool isHand, bool isSpell, int rarity, bool isChoiceBraveCard)
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{
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string path;
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if (isSpell)
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{
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if (isChoiceBraveCard)
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{
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switch (rarity)
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{
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case 0:
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path = "CardFrame_HS_Bronze";
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break;
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case 1:
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path = "CardFrame_HS_Bronze";
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break;
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case 2:
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path = "CardFrame_HS_Silver";
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break;
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case 3:
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path = "CardFrame_HS_Gold";
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break;
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case 4:
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path = "CardFrame_HS_Legend";
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break;
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default:
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return "";
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}
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}
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else
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{
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switch (rarity)
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{
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case 0:
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path = "CardFrame_S_Bronze";
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break;
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case 1:
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path = "CardFrame_S_Bronze";
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break;
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case 2:
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path = "CardFrame_S_Silver";
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break;
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case 3:
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path = "CardFrame_S_Gold";
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break;
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case 4:
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path = "CardFrame_S_Legend";
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break;
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default:
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return "";
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}
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}
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}
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else if (isHand)
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{
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switch (rarity)
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{
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case 0:
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path = "CardFrame_SF_Bronze";
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break;
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case 1:
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path = "CardFrame_SF_Bronze";
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break;
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case 2:
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path = "CardFrame_SF_Silver";
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break;
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case 3:
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path = "CardFrame_SF_Gold";
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break;
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case 4:
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path = "CardFrame_SF_Legend";
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break;
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default:
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return "";
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}
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}
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else
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{
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switch (rarity)
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{
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case 0:
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path = "CardFrame_BTL_Bronze";
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break;
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case 1:
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path = "CardFrame_BTL_Bronze";
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break;
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case 2:
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path = "CardFrame_BTL_Silver";
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break;
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case 3:
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path = "CardFrame_BTL_Gold";
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break;
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case 4:
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path = "CardFrame_BTL_Legend";
|
|
break;
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
return Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.CardFrameMaterial, isfetch: true);
|
|
}
|
|
|
|
public VfxBase LoadShardObject(string path, bool isAddUIContainer)
|
|
{
|
|
if (m_shardObjectDictionary.ContainsKey(path))
|
|
{
|
|
return NullVfx.GetInstance();
|
|
}
|
|
return new WaitLoadLoalResourceVfx(path, m_shardObjectDictionary, isAddUIContainer);
|
|
}
|
|
|
|
public GameObject GetSharedObject(string path)
|
|
{
|
|
if (!m_shardObjectDictionary.ContainsKey(path))
|
|
{
|
|
return null;
|
|
}
|
|
return m_shardObjectDictionary[path];
|
|
}
|
|
|
|
public GameObject InstantiateSharedObject(string path)
|
|
{
|
|
if (!m_shardObjectDictionary.ContainsKey(path))
|
|
{
|
|
return null;
|
|
}
|
|
// Pre-Phase-5b: InstantiateSharedObject UI-only; return null headless
|
|
return null;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach (KeyValuePair<string, EffectBattleInfo> item in _effectBattleInfoDictionary)
|
|
{
|
|
Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(item.Key, ResourcesManager.AssetLoadPathType.Effect2D));
|
|
}
|
|
_effectBattleInfoDictionary.Clear();
|
|
foreach (KeyValuePair<string, GameObject> item2 in m_shardObjectDictionary)
|
|
{
|
|
Toolbox.ResourcesManager.RemoveAsset(item2.Key);
|
|
}
|
|
m_shardObjectDictionary.Clear();
|
|
for (int i = 0; i < RARITY_COUNT; i++)
|
|
{
|
|
_handSpellCardFrameMaterials[i] = null;
|
|
_handStandardCardFrameMaterials[i] = null;
|
|
_inPlayStandardCardFrameMaterials[i] = null;
|
|
}
|
|
Resources.UnloadUnusedAssets();
|
|
}
|
|
}
|