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>
227 lines
6.5 KiB
C#
227 lines
6.5 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 CardSelectDialog : MonoBehaviour
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{
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[SerializeField]
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private UILabel _instructionLabel;
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[SerializeField]
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private UIGrid _objectsGrid;
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[SerializeField]
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private CardSelectDialogObject _objectOriginal;
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[SerializeField]
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private GameObject _pageChangeButtonsRoot;
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[SerializeField]
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private UIButton _previousPageButton;
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[SerializeField]
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private UIButton _nextPageButton;
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[SerializeField]
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private UIEventListener _dragCollider;
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[SerializeField]
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private GameObject _paginationDotsRoot;
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[SerializeField]
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private PaginationDots _paginationDotsPrefab;
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[SerializeField]
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private GameObject _cardDetailRoot;
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private int _activePageNo = 1;
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private int _pageNum;
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private List<string> _unloadAssetList = new List<string>();
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private CardSelectDialogObject[] _dialogObjectList;
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private List<UIBase_CardManager.CardObjData> _cardObjectList;
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private PaginationDots _paginationDots;
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private CardDetailUI _cardDetailDialog;
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private bool _isLoopPage;
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private bool _isDrag;
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public bool IsReady { get; private set; }
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public void Init(List<int> cardList, Action<int> selectCallback, string instructionText)
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{
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_instructionLabel.text = instructionText;
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StartCoroutine(InitCoroutine(cardList, selectCallback));
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}
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private IEnumerator InitCoroutine(List<int> cardList, Action<int> selectCallback)
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{
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_pageChangeButtonsRoot.SetActive(value: false);
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yield return StartCoroutine(CreateCardObjectCoroutine(cardList));
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CreateDialogObject(selectCallback);
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CreateCardDetailDialog();
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_pageNum = (cardList.Count - 1) / 3 + 1;
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bool flag = _pageNum > 1;
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_pageChangeButtonsRoot.SetActive(flag);
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_dragCollider.gameObject.SetActive(flag);
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_paginationDotsRoot.SetActive(flag);
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if (flag)
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{
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UIEventListener.Get(_previousPageButton.gameObject).onClick = delegate
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{
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PreviousPage();
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};
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UIEventListener.Get(_nextPageButton.gameObject).onClick = delegate
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{
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NextPage();
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};
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_dragCollider.onDragStart = OnDragStart;
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_dragCollider.onDrag = OnDrag;
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_paginationDots = NGUITools.AddChild(_paginationDotsRoot, _paginationDotsPrefab.gameObject).GetComponent<PaginationDots>();
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_paginationDots.Init(_pageNum, 16, 26, 1);
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}
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SetActivePage(1);
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IsReady = true;
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}
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private IEnumerator CreateCardObjectCoroutine(List<int> cardList)
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{
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bool isCreated = false;
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UIManager.GetInstance().CardLoadSelect(null, cardList, base.gameObject.layer, is2D: true, delegate
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{
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List<UIBase_CardManager.CardObjData> cardList2DObjs = UIManager.GetInstance().getCardList2DObjs();
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_cardObjectList = new List<UIBase_CardManager.CardObjData>(cardList2DObjs);
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cardList2DObjs.Clear();
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List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
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_unloadAssetList.AddRange(new List<string>(cardListAssetPathList));
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cardListAssetPathList.Clear();
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isCreated = true;
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});
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while (!isCreated)
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{
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yield return null;
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}
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}
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private void CreateDialogObject(Action<int> selectCallback)
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{
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int count = _cardObjectList.Count;
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_dialogObjectList = new CardSelectDialogObject[count];
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for (int i = 0; i < count; i++)
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{
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CardSelectDialogObject cardSelectDialogObject = (_dialogObjectList[i] = NGUITools.AddChild(_objectsGrid.gameObject, _objectOriginal.gameObject).GetComponent<CardSelectDialogObject>());
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UIBase_CardManager.CardObjData cardObjData = _cardObjectList[i];
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UIEventListener.Get(cardSelectDialogObject.DecisionButton.gameObject).onClick = delegate
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{
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selectCallback(cardObjData.ids);
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};
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GameObject cardObject = cardObjData.CardObj;
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CardListTemplate component = cardObject.GetComponent<CardListTemplate>();
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component.SetParentAndResetPos(cardSelectDialogObject.CardObjectRoot.transform);
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component.transform.localScale = Vector3.one;
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component.HideNum();
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UIEventListener uIEventListener = component.AddColliderToFrame();
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uIEventListener.onClick = delegate
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{
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_cardDetailDialog.OnPushCardDetailOn(cardObject);
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};
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uIEventListener.onDragStart = OnDragStart;
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uIEventListener.onDrag = OnDrag;
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DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
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cardSelectDialogObject.PossessionNumLabel.text = string.Format(Data.SystemText.Get("Sealed_RewardCardSelect_0005"), dataMgr.GetPossessionCardNum(cardObjData.ids, isIncludingSpotCard: false).ToString(), dataMgr.SpotCardData.ExistsSpotCard(cardObjData.ids) ? $"[fcd24a]+{dataMgr.SpotCardData.GetSpotCardNum(cardObjData.ids).ToString()}[-]" : string.Empty);
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}
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_objectsGrid.Reposition();
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}
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private void CreateCardDetailDialog()
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{
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_cardDetailDialog = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
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_cardDetailDialog.gameObject.SetActive(value: false);
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}
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private void SetActivePage(int pageNo)
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{
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_activePageNo = pageNo;
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_paginationDots?.SetActivePageNumber(pageNo);
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if (!_isLoopPage)
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{
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_previousPageButton.gameObject.SetActive(pageNo != 1);
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_nextPageButton.gameObject.SetActive(pageNo != _pageNum);
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}
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for (int i = 0; i < _dialogObjectList.Length; i++)
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{
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GameObject gameObject = _dialogObjectList[i].gameObject;
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bool flag = i / 3 + 1 == pageNo;
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if (flag)
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{
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gameObject.SetActive(value: false);
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}
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gameObject.SetActive(flag);
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}
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Vector3 localPosition = _objectsGrid.transform.localPosition;
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if (pageNo == 1)
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{
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_objectsGrid.transform.localPosition = new Vector3(0f, localPosition.y, localPosition.z);
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_objectsGrid.pivot = UIWidget.Pivot.Center;
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}
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else
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{
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_objectsGrid.transform.localPosition = new Vector3(0f - _objectsGrid.cellWidth, localPosition.y, localPosition.z);
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_objectsGrid.pivot = UIWidget.Pivot.Left;
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}
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_objectsGrid.Reposition();
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}
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private void PreviousPage()
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{
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bool flag = _activePageNo == 1;
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if (!flag || _isLoopPage)
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{
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SetActivePage(flag ? _pageNum : (_activePageNo - 1));
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}
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}
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private void NextPage()
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{
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bool flag = _activePageNo == _pageNum;
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if (!flag || _isLoopPage)
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{
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SetActivePage(flag ? 1 : (_activePageNo + 1));
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}
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}
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private void OnDragStart(GameObject g)
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{
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_isDrag = true;
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}
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private void OnDrag(GameObject g, Vector2 vec)
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{
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if (_isDrag)
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{
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if (vec.x >= 70f)
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{
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_isDrag = false;
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PreviousPage();
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}
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else if (vec.x <= -70f)
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{
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_isDrag = false;
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NextPage();
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}
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}
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}
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}
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