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>
185 lines
5.6 KiB
C#
185 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 Cute;
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using UnityEngine;
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namespace Wizard;
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public class FormatChangeUI : MonoBehaviour
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{
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public enum FormatCategory
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{
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Invalid,
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Rotation,
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Unlimited,
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PreRotation,
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Crossover,
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Hof,
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Windfall,
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MyRotation,
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Avatar,
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Other
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}
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private static readonly Dictionary<FormatCategory, (string ON, string OFF)> ANOTHER_BTN_SPRITES = new Dictionary<FormatCategory, (string, string)>
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{
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{
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FormatCategory.Other,
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("btn_gacha_other_on", "btn_gacha_other_off")
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},
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{
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FormatCategory.PreRotation,
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("btn_prerotation_on", "btn_prerotation_off")
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},
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{
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FormatCategory.Crossover,
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("btn_gacha_crossover_on", "btn_gacha_crossover_off")
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},
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{
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FormatCategory.MyRotation,
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("btn_gacha_myrotation_on", "btn_gacha_myrotation_off")
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}
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};
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[SerializeField]
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private UIButton _btnRotation;
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[SerializeField]
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private UIButton _btnUnlimited;
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[SerializeField]
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private UIButton _btnAnother;
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private FormatCategory _currentFormatCategory = FormatCategory.Rotation;
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private Action<FormatCategory> _onChangeFormat;
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public static FormatChangeUI Create(FormatCategory defaultFormatCategory, FormatCategory anotherFormatCategory, Action<FormatCategory> onChangeFormat)
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{
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FormatChangeUI component = (UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/Guild/FormatChangeUI")) as GameObject).GetComponent<FormatChangeUI>();
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component.gameObject.SetActive(value: true);
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component.Initialize(defaultFormatCategory, anotherFormatCategory, onChangeFormat);
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return component;
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}
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public void ChangeFormat(FormatCategory inFormatCategory)
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{
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_currentFormatCategory = inFormatCategory;
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UpdateFormatBtnSprite(inFormatCategory);
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}
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public void SetEnableFormatButton(FormatCategory formatCategory, bool isEnable)
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{
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switch (formatCategory)
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{
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case FormatCategory.Rotation:
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UIManager.SetObjectToGrey(_btnRotation.gameObject, !isEnable);
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return;
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case FormatCategory.Unlimited:
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UIManager.SetObjectToGrey(_btnUnlimited.gameObject, !isEnable);
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return;
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}
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if (ANOTHER_BTN_SPRITES.ContainsKey(formatCategory))
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{
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UIManager.SetObjectToGrey(_btnAnother.gameObject, !isEnable);
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}
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}
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public void UpdateAnotherFormatButton(FormatCategory anotherFormatCategory)
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{
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bool flag = anotherFormatCategory != FormatCategory.Invalid;
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_btnAnother.gameObject.SetActive(flag);
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_btnUnlimited.normalSprite = (flag ? "btn_unlimited_center_off" : "btn_gacha_unlimited_off");
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_btnUnlimited.pressedSprite = (flag ? "btn_unlimited_center_on" : "btn_gacha_unlimited_on");
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if (flag)
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{
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_btnAnother.onClick.Add(new EventDelegate(delegate
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{
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OnClickChangeFormatBtn(anotherFormatCategory);
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}));
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_btnAnother.normalSprite = ANOTHER_BTN_SPRITES[anotherFormatCategory].OFF;
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_btnAnother.pressedSprite = ANOTHER_BTN_SPRITES[anotherFormatCategory].ON;
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}
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else
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{
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_btnAnother.onClick.Clear();
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}
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}
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private void Initialize(FormatCategory defaultFormatCategory, FormatCategory anotherFormatCategory, Action<FormatCategory> onChangeFormat)
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{
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InitializeFormatCategoryButtons(anotherFormatCategory);
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_onChangeFormat = onChangeFormat;
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ChangeFormat(defaultFormatCategory);
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}
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private void InitializeFormatCategoryButtons(FormatCategory anotherFormatCategory)
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{
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_btnRotation.onClick.Add(new EventDelegate(delegate
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{
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OnClickChangeFormatBtn(FormatCategory.Rotation);
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}));
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_btnUnlimited.onClick.Add(new EventDelegate(delegate
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{
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OnClickChangeFormatBtn(FormatCategory.Unlimited);
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}));
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UpdateAnotherFormatButton(anotherFormatCategory);
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}
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private void OnClickChangeFormatBtn(FormatCategory formatCategory)
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{
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if (_currentFormatCategory != formatCategory)
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{
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ChangeFormat(formatCategory);
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_onChangeFormat.Call(formatCategory);
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StartCoroutine(WaitForCanClickFormatBtns());
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}
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}
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private IEnumerator WaitForCanClickFormatBtns()
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{
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SetEnableAllBtns(isEnable: false);
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yield return new WaitForSeconds(0.4f);
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SetEnableAllBtns(isEnable: true);
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}
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private void SetEnableAllBtns(bool isEnable)
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{
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_btnRotation.isEnabled = isEnable;
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_btnUnlimited.isEnabled = isEnable;
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_btnAnother.isEnabled = isEnable;
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}
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private string RenameSpriteString(string str, bool isEnable)
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{
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string oldValue = (isEnable ? "_off" : "_on");
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string newValue = (isEnable ? "_on" : "_off");
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return str.Replace(oldValue, newValue);
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}
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private void UpdateFormatBtnSprite(FormatCategory inFormatCategory)
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{
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switch (inFormatCategory)
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{
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case FormatCategory.Rotation:
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_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: true);
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_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: false);
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_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: false);
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return;
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case FormatCategory.Unlimited:
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_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: false);
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_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: true);
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_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: false);
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return;
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}
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if (ANOTHER_BTN_SPRITES.ContainsKey(inFormatCategory))
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{
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_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: false);
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_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: false);
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_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: true);
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}
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}
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}
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