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>
257 lines
6.7 KiB
C#
257 lines
6.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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[AddComponentMenu("NGUI/Interaction/Wrap Content")]
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public class UIWrapContent : MonoBehaviour
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{
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public delegate void OnInitializeItem(GameObject go, int wrapIndex, int realIndex);
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public int itemSize = 100;
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public bool cullContent = true;
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public int minIndex;
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public int maxIndex;
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public OnInitializeItem onInitializeItem;
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protected Transform mTrans;
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protected UIPanel mPanel;
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protected UIScrollView mScroll;
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protected bool mHorizontal;
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protected bool mFirstTime = true;
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protected List<Transform> mChildren = new List<Transform>();
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public bool EnableNoLimit { get; set; } = true;
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[ContextMenu("Sort Based on Scroll Movement")]
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public virtual void SortBasedOnScrollMovement()
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{
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if (CacheScrollView())
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{
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mChildren.Clear();
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for (int i = 0; i < mTrans.childCount; i++)
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{
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mChildren.Add(mTrans.GetChild(i));
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}
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if (mHorizontal)
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{
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mChildren.Sort(UIGrid.SortHorizontal);
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}
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else
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{
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mChildren.Sort(UIGrid.SortVertical);
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}
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ResetChildPositions();
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}
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}
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protected bool CacheScrollView()
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{
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mTrans = base.transform;
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mPanel = NGUITools.FindInParents<UIPanel>(base.gameObject);
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mScroll = mPanel.GetComponent<UIScrollView>();
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if (mScroll == null)
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{
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return false;
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}
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if (mScroll.movement == UIScrollView.Movement.Horizontal)
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{
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mHorizontal = true;
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}
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else
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{
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if (mScroll.movement != UIScrollView.Movement.Vertical)
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{
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return false;
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}
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mHorizontal = false;
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}
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return true;
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}
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protected virtual void ResetChildPositions()
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{
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int i = 0;
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for (int count = mChildren.Count; i < count; i++)
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{
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Transform transform = mChildren[i];
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transform.localPosition = (mHorizontal ? new Vector3(i * itemSize, 0f, 0f) : new Vector3(0f, -i * itemSize, 0f));
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UpdateItem(transform, i);
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}
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}
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public virtual bool WrapContent()
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{
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bool result = false;
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float num = (float)(itemSize * mChildren.Count) * 0.5f;
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Vector3[] worldCorners = mPanel.worldCorners;
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for (int i = 0; i < 4; i++)
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{
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Vector3 position = worldCorners[i];
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position = mTrans.InverseTransformPoint(position);
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worldCorners[i] = position;
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}
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Vector3 vector = Vector3.Lerp(worldCorners[0], worldCorners[2], 0.5f);
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bool flag = true;
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float num2 = num * 2f;
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if (mHorizontal)
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{
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float num3 = worldCorners[0].x - (float)itemSize;
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float num4 = worldCorners[2].x + (float)itemSize;
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float num5 = (worldCorners[2].x - worldCorners[0].x) * 0.5f - mPanel.clipSoftness.x;
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float num6 = num - num5;
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bool flag2 = 0f < num6 && num6 < (float)itemSize * 0.5f;
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int j = 0;
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for (int count = mChildren.Count; j < count; j++)
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{
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Transform transform = mChildren[j];
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float num7 = transform.localPosition.x - vector.x;
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if (num7 < 0f - num)
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{
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Vector3 localPosition = transform.localPosition;
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localPosition.x += num2;
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num7 = localPosition.x - vector.x;
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int num8 = Mathf.RoundToInt(localPosition.x / (float)itemSize);
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if ((EnableNoLimit && minIndex == maxIndex) || (minIndex <= num8 && num8 <= maxIndex))
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{
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transform.localPosition = localPosition;
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UpdateItem(transform, j);
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}
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else
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{
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flag = false;
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}
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}
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else if (num7 > num)
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{
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Vector3 localPosition2 = transform.localPosition;
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localPosition2.x -= num2;
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num7 = localPosition2.x - vector.x;
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int num9 = Mathf.RoundToInt(localPosition2.x / (float)itemSize);
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if ((EnableNoLimit && minIndex == maxIndex) || (minIndex <= num9 && num9 <= maxIndex))
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{
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transform.localPosition = localPosition2;
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UpdateItem(transform, j);
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}
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else
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{
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flag = false;
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}
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}
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else
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{
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if (mFirstTime)
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{
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UpdateItem(transform, j);
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}
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if (flag2)
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{
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float num10 = (float)itemSize * 0.5f - num6;
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if (num7 < 0f - (num - num10) || num7 > num - num10)
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{
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flag = false;
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}
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}
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result = true;
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}
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if (cullContent)
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{
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num7 += mPanel.clipOffset.x - mTrans.localPosition.x;
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if (!UICamera.IsPressed(transform.gameObject))
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{
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NGUITools.SetActive(transform.gameObject, num7 > num3 && num7 < num4, compatibilityMode: false);
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}
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}
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}
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}
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else
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{
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float num11 = worldCorners[0].y - (float)itemSize;
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float num12 = worldCorners[2].y + (float)itemSize;
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float num13 = (worldCorners[2].y - worldCorners[0].y) * 0.5f - mPanel.clipSoftness.y;
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float num14 = num - num13;
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bool flag3 = 0f < num14 && num14 < (float)itemSize * 0.5f;
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int k = 0;
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for (int count2 = mChildren.Count; k < count2; k++)
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{
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Transform transform2 = mChildren[k];
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float num15 = transform2.localPosition.y - vector.y;
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if (num15 < 0f - num)
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{
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Vector3 localPosition3 = transform2.localPosition;
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localPosition3.y += num2;
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num15 = localPosition3.y - vector.y;
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int num16 = Mathf.RoundToInt(localPosition3.y / (float)itemSize);
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if ((EnableNoLimit && minIndex == maxIndex) || (minIndex <= num16 && num16 <= maxIndex))
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{
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transform2.localPosition = localPosition3;
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UpdateItem(transform2, k);
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}
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else
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{
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flag = false;
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}
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}
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else if (num15 > num)
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{
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Vector3 localPosition4 = transform2.localPosition;
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localPosition4.y -= num2;
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num15 = localPosition4.y - vector.y;
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int num17 = Mathf.RoundToInt(localPosition4.y / (float)itemSize);
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if ((EnableNoLimit && minIndex == maxIndex) || (minIndex <= num17 && num17 <= maxIndex))
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{
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transform2.localPosition = localPosition4;
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UpdateItem(transform2, k);
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}
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else
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{
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flag = false;
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}
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}
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else
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{
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if (mFirstTime)
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{
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UpdateItem(transform2, k);
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}
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if (flag3)
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{
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float num18 = (float)itemSize * 0.5f - num14;
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if (num15 < 0f - (num - num18) || num15 > num - num18)
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{
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flag = false;
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}
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}
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result = true;
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}
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if (cullContent)
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{
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num15 += mPanel.clipOffset.y - mTrans.localPosition.y;
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if (!UICamera.IsPressed(transform2.gameObject))
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{
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NGUITools.SetActive(transform2.gameObject, num15 > num11 && num15 < num12, compatibilityMode: false);
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}
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}
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}
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}
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mScroll.restrictWithinPanel = !flag;
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return result;
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}
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protected virtual void UpdateItem(Transform item, int index)
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{
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if (onInitializeItem != null)
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{
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int realIndex = ((mScroll.movement == UIScrollView.Movement.Vertical) ? Mathf.RoundToInt(item.localPosition.y / (float)itemSize) : Mathf.RoundToInt(item.localPosition.x / (float)itemSize));
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onInitializeItem(item.gameObject, index, realIndex);
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}
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}
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}
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