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>
247 lines
8.2 KiB
C#
247 lines
8.2 KiB
C#
using System;
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using System.Collections;
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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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namespace Wizard;
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public class SealedLobby : MonoBehaviour
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{
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[SerializeField]
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private ArenaCommonLobby _commonLobbyPrefab;
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[SerializeField]
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private GameObject _buttonsRoot;
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[SerializeField]
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private UIButton _deckEditButton;
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[SerializeField]
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private UIButton _deckViewButton;
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[SerializeField]
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private UIButton _deckCodeGenerateButton;
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[SerializeField]
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private UIButton _stageSelectButton;
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[SerializeField]
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private UIButton _retireButton;
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[SerializeField]
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private UISprite _incompleteDeckIcon;
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[SerializeField]
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private CardSelectDialog _cardSelectDialogPrefab;
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private List<string> _unloadAssetList = new List<string>();
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private ArenaCommonLobby _commonLobby;
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private UICardList _deckViewerDialog;
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private SealedData SealedData => Data.ArenaData.SealedData;
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public bool IsReady => _commonLobby.IsReady;
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public void Init()
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{
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_commonLobby = NGUITools.AddChild(base.gameObject, _commonLobbyPrefab.gameObject).GetComponent<ArenaCommonLobby>();
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_commonLobby.Init(new ArenaCommonLobbyInitParam
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{
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ClassId = SealedData.SelectedClassId.Value,
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BattleMaxNum = 5,
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BattleWinNum = SealedData.BattleWinNum,
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BattleResultList = SealedData.BattleResultList,
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BattleButtonClickCallback = OnClickBattleButton,
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RewardReceiveButtonClickCallback = OnClickRewardReceiveButton,
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BattleMaintenanceType = NetworkDefine.MAINTENANCE_TYPE.ARENA_SEALED_BATTLE_MAINTENANCE
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});
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_buttonsRoot.transform.SetParent(_commonLobby.ButtonsRoot.transform);
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_buttonsRoot.transform.localPosition = Vector3.zero;
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UIEventListener.Get(_deckEditButton.gameObject).onClick = OnClickDeckEditButton;
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UIEventListener.Get(_deckViewButton.gameObject).onClick = OnClickDeckViewButton;
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UIEventListener.Get(_deckCodeGenerateButton.gameObject).onClick = OnClickDeckCodeGenerateButton;
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UIEventListener.Get(_stageSelectButton.gameObject).onClick = OnClickStageSelectButton;
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UIEventListener.Get(_retireButton.gameObject).onClick = OnClickRetireButton;
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bool flag = SealedData.BattleResultList.Length >= 5;
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UIManager.SetObjectToGrey(_deckEditButton.gameObject, flag);
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UIManager.SetObjectToGrey(_stageSelectButton.gameObject, flag);
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UIManager.SetObjectToGrey(_retireButton.gameObject, flag);
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bool flag2 = !SealedData.IsCompletedDeck.Value && !flag;
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_commonLobby.SetDecisionButtonToDark(flag2);
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UIManager.SetObjectToGrey(_deckCodeGenerateButton.gameObject, flag2);
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_incompleteDeckIcon.gameObject.SetActive(flag2 || false /* Pre-Phase-5b: headless has no maintenance card list */);
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}
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public void Final()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_unloadAssetList);
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_unloadAssetList.Clear();
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_deckViewerDialog?.RemoveData();
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_commonLobby.Final();
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UnityEngine.Object.Destroy(_commonLobby.gameObject);
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}
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private void OnClickDeckEditButton(GameObject g)
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{
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SealedController.GoToSealedDeckEdit();
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}
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private void OnClickDeckViewButton(GameObject g)
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{
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StartCoroutine(OpenDeckViewerDialogCoroutine());
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}
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private IEnumerator OpenDeckViewerDialogCoroutine()
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{
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if (_deckViewerDialog == null)
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{
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_deckViewerDialog = DialogCreator.CreateDeckViewerDialog(base.gameObject);
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DeckData deckData = SealedData.DeckData;
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List<string> loadAssetList = _deckViewerDialog.GetLoadFileList(deckData.GetCardIdList());
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UIManager uiMgr = UIManager.GetInstance();
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uiMgr.createInSceneCenterLoading();
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yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadAssetList, delegate
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{
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_unloadAssetList.AddRange(loadAssetList);
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}));
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uiMgr.closeInSceneCenterLoading();
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_deckViewerDialog.SetDeck(deckData, null);
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_deckViewerDialog.SetShareButtonUse(isUse: true);
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_deckViewerDialog.SubmitDeckType = GenerateDeckCodeTask.SubmitDeckType.SEALED;
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CardDetailUI cardDetail = _deckViewerDialog.CardDetail;
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cardDetail.IsShowFlavorTextButton = true;
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cardDetail.IsShowVoiceButton = true;
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cardDetail.IsShowEvolutionButton = true;
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}
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_deckViewerDialog.SetActive(in_Active: true);
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_deckViewerDialog.ResetScroll();
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}
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private void OnClickDeckCodeGenerateButton(GameObject g)
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{
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ArenaCommonLobby.GenerateDeckCode(GenerateDeckCodeTask.SubmitDeckType.SEALED, SealedData.SelectedClassId.Value, SealedData.DeckOriginalExcludedPhantomCardList, SealedData.DeckOriginalPhantomCardList);
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}
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private void OnClickStageSelectButton(GameObject g)
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{
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DialogCreator.CreateStageSelectDialog();
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}
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private void OnClickRetireButton(GameObject g)
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{
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ArenaCommonLobby.OpenRetireConfirmDialog().onPushButton1 = delegate
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{
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StartCoroutine(Toolbox.NetworkManager.Connect(new SealedRetireTask(), delegate
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{
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ReceiveReward();
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}));
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};
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}
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private void OnClickBattleButton()
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{
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// Pre-Phase-5b: DataMgr writes for sealed-mode deck selection (battle type, deck id,
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// chara/deck data). Purely UI-driven pre-battle setup; headless never runs this
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// coroutine, and Data.CurrentFormat / UIManager view change are the only observable
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// outputs the surviving caller cares about.
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Data.CurrentFormat = Format.Sealed;
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.RankMatch);
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}
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private void OnClickRewardReceiveButton()
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{
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StartCoroutine(Toolbox.NetworkManager.Connect(new SealedFinishTask(), delegate
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{
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ReceiveReward();
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}));
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}
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private void ReceiveReward()
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{
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_commonLobby.ClickProtectionCollider.gameObject.SetActive(value: true);
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// Pre-Phase-5b: headless has no InputMgr
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_commonLobby.TreasureBoxInfo.OpenBox(delegate
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{
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_commonLobby.ClickProtectionCollider.gameObject.SetActive(value: false);
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// Pre-Phase-5b: headless has no InputMgr
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if (SealedData.RewardCardCandidates.Count <= 0)
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{
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OpenRewardReceiveDialog();
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}
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else
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{
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OpenCardSelectDialog();
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}
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});
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}
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private void OpenRewardReceiveDialog()
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{
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DialogBase dialogBase = DialogCreator.CreateRewardReceiveDialog(SealedData.RewardList);
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dialogBase.SetLayer("Loading");
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dialogBase.ClickSe_Btn1 = 0;
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dialogBase.OnClose = (Action)Delegate.Combine(dialogBase.OnClose, (Action)delegate
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{
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.MyPage);
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});
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}
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private void OpenCardSelectDialog()
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{
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StartCoroutine(OpenCardSelectDialogCoroutine());
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}
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private IEnumerator OpenCardSelectDialogCoroutine()
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{
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UIManager uiMgr = UIManager.GetInstance();
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uiMgr.createInSceneCenterLoading();
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SystemText systemText = Data.SystemText;
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DialogBase dialog = uiMgr.CreateDialogClose();
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dialog.SetLayer("Loading");
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dialog.SetSize(DialogBase.Size.M);
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dialog.SetTitleLabel(systemText.Get("Sealed_RewardCardSelect_0001"));
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dialog.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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dialog.onPushButton1 = (dialog.onCloseWithoutSelect = _commonLobby.TreasureBoxInfo.Reset);
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CardSelectDialog dialogObject = NGUITools.AddChild(dialog.gameObject, _cardSelectDialogPrefab.gameObject).GetComponent<CardSelectDialog>();
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dialogObject.Init(SealedData.RewardCardCandidates, delegate(int cardId)
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{
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OpenCardSelectConfirmDialog(dialog, cardId);
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}, systemText.Get("Sealed_RewardCardSelect_0002"));
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while (!dialogObject.IsReady)
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{
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yield return null;
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}
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uiMgr.closeInSceneCenterLoading();
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}
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private void OpenCardSelectConfirmDialog(DialogBase cardSelectDialog, int cardId)
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{
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SystemText systemText = Data.SystemText;
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetSize(DialogBase.Size.S);
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dialogBase.SetTitleLabel(systemText.Get("Sealed_RewardCardSelect_0003"));
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dialogBase.SetText(systemText.Get("Sealed_RewardCardSelect_0004", CardMaster.GetInstance(FormatBehaviorManager.GetDefaultBehaviour(Format.Sealed).CardMasterId).GetCardParameterFromId(cardId).CardName));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase.SetButtonText(systemText.Get("Common_0004"));
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dialogBase.onPushButton1 = delegate
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{
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cardSelectDialog.Close();
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StartCoroutine(Toolbox.NetworkManager.Connect(new SealedSelectPhantomCardTask(cardId), delegate
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{
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OpenRewardReceiveDialog();
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}));
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};
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}
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}
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