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>
182 lines
7.8 KiB
C#
182 lines
7.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_summon_card : SkillBaseSummon
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{
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protected SummonedCardsList _summonedCardsList;
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public bool IsDeckSelfSummon => base.IsDeckSelfSkill;
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public Skill_summon_card(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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InitSummonParameter();
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base.SkillPrm.ownerCard.SelfBattlePlayer.SkillSummonedCards = new List<BattleCardBase>();
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int count = base.SkillPrm.selfBattlePlayer.DeckCardList.Count;
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SUMMON_TYPE sUMMON_TYPE = SUMMON_TYPE.DESTROYED;
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foreach (BattleCardBase card in parameter.targetCards)
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{
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if (base.SkillPrm.selfBattlePlayer.DeckCardList.Any((BattleCardBase p) => p == card))
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{
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sUMMON_TYPE = SUMMON_TYPE.DECK;
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break;
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}
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if (base.SkillPrm.selfBattlePlayer.HandCardList.Any((BattleCardBase p) => p == card))
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{
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sUMMON_TYPE = SUMMON_TYPE.HAND;
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break;
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}
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}
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if (sUMMON_TYPE == SUMMON_TYPE.DESTROYED && !parameter.targetCards.Any((BattleCardBase c) => c.IsDead))
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{
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return NullVfxWithLoading.GetInstance();
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}
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_summonedCardsList = CreateSummonedCardsList(parameter.targetCards);
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if (!_summonedCardsList.Any())
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{
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return NullVfxWithLoading.GetInstance();
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}
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if (IsCantSummon())
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{
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return NullVfxWithLoading.GetInstance();
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}
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CallOnSummonCards();
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillSummon(_summonedCardsList.summonedCards.ToList(), this);
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}
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BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SkillPrm.ownerCard.IsPlayer, _summonedCardsList, sUMMON_TYPE, isReanimate: false, base.IsDeckSelfSkill);
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BattlePlayerBase selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
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SkillProcessor skillProcessor = parameter.skillProcessor;
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BattlePlayerBase.SummonInfo summonInfo2 = summonInfo;
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VfxWithLoadingSequential vfxWithLoadingSequential = selfBattlePlayer.CardManagement(null, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, this, summonInfo2) as VfxWithLoadingSequential;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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switch (sUMMON_TYPE)
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{
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case SUMMON_TYPE.HAND:
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foreach (BattleCardBase summonedCards in _summonedCardsList)
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{
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parallelVfxPlayer.Register(RemoveHandCardFromViewVfx(summonedCards, base.SkillPrm.selfBattlePlayer, isBurialRite: false));
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parallelVfxPlayer.Register(summonedCards.StopSpellCharge());
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summonedCards.BattleCardView.SetNormalLabelEnable(isEnable: true);
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}
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break;
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case SUMMON_TYPE.DECK:
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if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsReplayBattle || !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle)
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{
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for (int num = 0; num < _summonedCardsList.summonedCards.Count(); num++)
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{
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_summonedCardsList.summonedCards.ElementAt(num).BattleCardView.SetNormalLabelEnable(isEnable: true);
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}
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}
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base.SkillPrm.selfBattlePlayer.CallOnChangeDeckAfterEvent(count, parameter.skillProcessor, _summonedCardsList.summonedCards.ToList());
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break;
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}
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VfxWithLoading vfxWithLoading = CreateSummonCardAnimation(base.SkillPrm.ownerCard.IsPlayer, _summonedCardsList);
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ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create(vfxWithLoading.MainVfx);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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if (IsDeckSelfSummon)
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{
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BattleCardBase battleCardBase = _summonedCardsList.summonedCards.First();
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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parallelVfxPlayer2.Register(NullVfx.GetInstance());
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}
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VfxWithLoadingSequential vfxWithLoadingSequential2 = VfxWithLoadingSequential.Create(vfxWithLoadingSequential.LoadingVfx, parallelVfxPlayer, sequentialVfxPlayer, parallelVfxPlayer2, vfxWithLoadingSequential.MainVfx);
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vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
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return vfxWithLoadingSequential2;
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}
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private SummonedCardsList CreateSummonedCardsList(IEnumerable<BattleCardBase> summonedCards)
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{
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int num = base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Count;
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SummonedCardsList summonedCardsList = new SummonedCardsList();
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foreach (BattleCardBase summonedCard in summonedCards)
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{
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if (num < 6)
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{
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summonedCardsList.AddCardToSummonedCards(summonedCard, !IsDeckSelfSummon);
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num++;
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}
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}
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return summonedCardsList;
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}
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protected override VfxWithLoading CreateSummonCardAnimation(bool isPlayer, SummonedCardsList summonedCardsList, bool isOwnerEffect = false)
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{
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VfxWithLoading vfxWithLoadingToRegister = CreateSummonSkillEffect(base.SkillPrm, summonedCardsList);
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StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, base.SkillPrm.resourceMgr, isPlayer, isToken: true, _isIgnoreVoice, _isRandomVoice, isGetoff: false, _isEvoVoice, _voiceWaitTime);
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(vfxWithLoadingToRegister);
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vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
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return vfxWithLoadingSequential;
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}
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protected VfxWithLoading CreateSummonSkillEffect(SkillParameter skillPrm, SummonedCardsList summonedCardsList)
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{
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IBattleResourceMgr resourceMgr = skillPrm.resourceMgr;
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if (skillPrm.buildInfo._effectTargetType == EffectMgr.TargetType.SINGLE)
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{
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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foreach (SummonedCardsList.CardEffectPair cardEffectPair in summonedCardsList.cardEffectPairList)
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{
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BattleCardBase targetCard = cardEffectPair.card;
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VfxWithLoading vfxWithLoading = CreateSingleVfx(resourceMgr, () => targetCard.BattleCardView.CardWrapObject.transform.position, targetCard.AsIEnumerable(), addToLastOperation: true);
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cardEffectPair.summonEffect = vfxWithLoading.MainVfx;
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vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
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}
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base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.OperateMgr.CallOnEffect(base.SkillPrm.buildInfo, isFollowInHand: false, isTargetPosition: true, addToLastOperation: true);
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return vfxWithLoadingSequential;
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}
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return CreateSkillEffect(resourceMgr, summonedCardsList, isFollowInHand: false, addToLastOperation: true);
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}
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public static VfxBase RemoveHandCardFromViewVfx(BattleCardBase targetHandCard, BattlePlayerBase self, bool isBurialRite)
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{
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return InstantVfx.Create(delegate
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{
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self.BattleView.HandView.RemoveCardFromView(targetHandCard.BattleCardView, 0.1f);
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iTween.Stop(targetHandCard.BattleCardView.GameObject);
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targetHandCard.BattleCardView.GameObject.SetActive(value: false);
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targetHandCard.BattleCardView.HideCanPlayEffect();
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targetHandCard.BattleCardView.ResetCardView(targetHandCard.BaseParameter);
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List<int> burialRiteOrDiscardCardHandIndexList = targetHandCard.SelfBattlePlayer.BurialRiteOrDiscardCardHandIndexList;
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if (isBurialRite && burialRiteOrDiscardCardHandIndexList.Count > 0)
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{
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int num = burialRiteOrDiscardCardHandIndexList[0];
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burialRiteOrDiscardCardHandIndexList.RemoveAt(0);
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for (int i = 0; i < burialRiteOrDiscardCardHandIndexList.Count; i++)
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{
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if (num < burialRiteOrDiscardCardHandIndexList[i])
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{
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burialRiteOrDiscardCardHandIndexList[i]--;
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}
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}
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}
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});
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}
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public bool IsCantSummon()
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{
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List<Skill_cant_summon.CantSummonInfo> cantSummonList = base.SkillPrm.ownerCard.SelfBattlePlayer.Class.SkillApplyInformation.CantSummonList;
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for (int i = 0; i < cantSummonList.Count; i++)
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{
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if (cantSummonList[i] == Skill_cant_summon.CantSummonInfo.DeckSelf && base.IsDeckSelfSkill)
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{
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return true;
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}
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}
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return false;
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}
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protected virtual void CallOnSummonCards()
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{
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}
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}
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