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>
428 lines
15 KiB
C#
428 lines
15 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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[Serializable]
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public class AreaSelectBG
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{
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private AreaSelectUI _areaSelectUI;
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[SerializeField]
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private GameObject _BGRoot;
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[SerializeField]
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private UITexture[] _BGTexture;
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[SerializeField]
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private AreaBGInfo _areaBGInfo;
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private ParticleSystem _bgEffect;
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private AreaSelectEffectControlBase _bgEffectControl;
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[SerializeField]
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private GameObject _BGDragCollision;
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private Vector2 _BGDragDelta = Vector2.zero;
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private bool _isBGDragEnable;
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private float _BGDragSec;
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private float _BGDragSecResetUpToTime;
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private List<string> _loadedResources = new List<string>();
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private bool _isLoadEndBGTexture = true;
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private bool _isLoadEndParticle = true;
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private StorySectionData _sectionData;
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private int? _sectionClassId;
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private List<ChapterExtraData> _extraChapters = new List<ChapterExtraData>();
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private bool _isNormalBgSet = true;
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private float _currentAspectRatio;
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private Vector3 _currentBGScale = Vector3.one;
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private Vector3 _currentParentPos = Vector3.zero;
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private Vector2 _minMovablePos = Vector3.one;
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private Vector2 _maxMovablePos = Vector3.one;
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public ChapterExtraData ChapterExtraData { get; private set; }
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public ChapterExtraData TransitionChapterExtraData { get; private set; }
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public int BeforeChapterId { get; private set; }
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public GameObject GetBGRoot()
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{
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return _BGRoot;
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}
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public bool GetLoadEnd()
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{
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if (_isLoadEndBGTexture)
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{
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return _isLoadEndParticle;
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}
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return false;
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}
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public void SetActiveBGEffect(bool isActive)
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{
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_bgEffect.gameObject.SetActive(isActive);
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if (_bgEffectControl != null)
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{
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_bgEffectControl.SetActiveBGEffect(isActive);
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}
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}
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public bool IsBGDragEnable()
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{
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return _isBGDragEnable;
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}
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public void Init(AreaSelectUI areaSelectUI)
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{
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_areaSelectUI = areaSelectUI;
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UIEventListener component = _BGDragCollision.GetComponent<UIEventListener>();
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if (null != component)
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{
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component.onDrag = OnDragBG;
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}
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SetBGDragEnable(enable: false);
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}
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public void Term()
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{
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int i = 0;
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for (int num = _BGTexture.Length; i < num; i++)
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{
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_BGTexture[i].mainTexture = null;
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}
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}
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private string GetBackGroundPath(int backGroundId, int index, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backGroundId.ToString("00") + "_" + (index + 1).ToString("00"), ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetExtraBackGroundPath(int backgroundId, int index, string suffix, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backgroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
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}
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private string GetMapEffectPath(int backGroundId, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
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}
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private string GetTreeEffectPath(int backGroundId, bool isFetch = false)
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{
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return Toolbox.ResourcesManager.GetAssetTypePath("scn_map_world_tree_" + backGroundId, ResourcesManager.AssetLoadPathType.Effect2D, isFetch);
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}
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public void LoadBG(StorySectionData sectionData, int? sectionClassId)
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{
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_sectionData = sectionData;
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_sectionClassId = sectionClassId;
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_extraChapters = _areaBGInfo.GetExtraChapters(_sectionData.Id, sectionClassId);
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_loadedResources.Add(GetMapEffectPath(sectionData.BackGroundId));
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_isLoadEndBGTexture = false;
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for (int i = 0; i < _BGTexture.Length; i++)
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{
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_loadedResources.Add(GetBackGroundPath(sectionData.BackGroundId, i));
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}
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foreach (ChapterExtraData extraChapter in _extraChapters)
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{
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int num = sectionData.BackGroundId;
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if (extraChapter.IsUseOtherSectionBG())
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{
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num = extraChapter.BGSectionId;
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for (int j = 0; j < _BGTexture.Length; j++)
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{
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_loadedResources.Add(GetBackGroundPath(num, j));
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}
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_loadedResources.Add(GetMapEffectPath(num));
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if (extraChapter.AddTreeEffect)
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{
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_loadedResources.Add(GetTreeEffectPath(num));
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}
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}
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foreach (int item in extraChapter.ExtraTextureIndex)
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{
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_loadedResources.Add(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix));
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}
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if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
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{
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
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{
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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}
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_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, _OnLoadEndBG));
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_isLoadEndParticle = false;
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}
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public void UnLoadBG()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
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_loadedResources.Clear();
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_sectionData = null;
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_sectionClassId = null;
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}
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private void _OnLoadEndBG()
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{
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List<GameObject> list = new List<GameObject>();
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_bgEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(_sectionData.BackGroundId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
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Vector3 localScale = _bgEffect.transform.localScale;
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_bgEffect.transform.parent = _BGRoot.transform;
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_bgEffect.transform.localScale = localScale;
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_bgEffect.transform.localPosition = Vector3.zero;
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_bgEffectControl = _bgEffect.gameObject.GetComponent<AreaSelectEffectControlBase>();
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list.Add(_bgEffect.gameObject);
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if (_bgEffectControl != null)
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{
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_bgEffectControl._backGroundEffects.Add(_bgEffectControl.BASE_EFFECT_INDEX, _bgEffect);
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_bgEffectControl._backGroundEffects.Add(_sectionData.BackGroundId, _bgEffect);
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}
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for (int i = 0; i < _BGTexture.Length; i++)
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{
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_BGTexture[i].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, i, isFetch: true)) as Texture;
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}
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foreach (ChapterExtraData extraChapter in _extraChapters)
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{
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Dictionary<int, Texture> bGTexture = extraChapter.BGTexture;
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int num = _sectionData.BackGroundId;
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if (extraChapter.IsUseOtherSectionBG())
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{
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num = extraChapter.BGSectionId;
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for (int j = 0; j < _BGTexture.Length; j++)
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{
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bGTexture.Add(j, Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, j, isFetch: true)) as Texture);
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}
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if (num != _sectionData.BackGroundId && !_bgEffectControl._backGroundEffects.ContainsKey(num))
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{
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ParticleSystem particleSystem = InitParticle(num, extraChapter.AddTreeEffect);
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_bgEffectControl._backGroundEffects.Add(num, particleSystem);
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list.Add(particleSystem.gameObject);
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}
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}
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foreach (int item in extraChapter.ExtraTextureIndex)
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{
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if (!bGTexture.ContainsKey(item))
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{
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bGTexture.Add(item, Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, extraChapter.BGSuffix, isFetch: true)) as Texture);
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}
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}
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if (!string.IsNullOrEmpty(extraChapter.BGExtraEffectPath))
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{
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string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGExtraEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
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extraChapter.ExtraEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath) as GameObject);
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if (extraChapter.AttachExtraEffectToBgRoot)
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{
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extraChapter.ExtraEffect.transform.parent = _BGRoot.transform;
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extraChapter.ExtraEffect.transform.localPosition = Vector3.zero;
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}
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else
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{
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extraChapter.ExtraEffect.transform.parent = _areaSelectUI.transform;
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}
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extraChapter.ExtraEffect.SetActive(value: false);
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// Pre-Phase-5b: GameMgr.GetEffectMgr().SetUIParticleShader queued the ExtraEffect
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// for shader-swap and returned load-time resource paths for cleanup. Headless has
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// no EffectMgr and no visible ExtraEffect; the resource tracker doesn't fire either.
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}
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if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
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{
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string assetTypePath2 = Toolbox.ResourcesManager.GetAssetTypePath(extraChapter.BGFirstClearEffectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
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extraChapter.FirstClearEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath2) as GameObject);
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extraChapter.FirstClearEffect.transform.parent = _areaSelectUI.transform;
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extraChapter.FirstClearEffect.SetActive(value: false);
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// Pre-Phase-5b: same shader-swap pattern for FirstClearEffect. See ExtraEffect above.
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}
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}
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// Pre-Phase-5b: shader-swap on the collected particle systems, then callback flipped the
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// `_isLoadEndParticle` flag. Headless has no EffectMgr; set the flag directly here so the
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// GetLoadEnd() gate is coherent.
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_isLoadEndParticle = true;
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_isLoadEndBGTexture = true;
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}
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private ParticleSystem InitParticle(int bgId, bool addTreeEffect = false)
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{
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Vector3 vector = default(Vector3);
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ParticleSystem component = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetMapEffectPath(bgId, isFetch: true)) as GameObject).GetComponent<ParticleSystem>();
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vector = component.transform.localScale;
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component.transform.parent = _BGRoot.transform;
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component.transform.localScale = vector;
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component.transform.localPosition = Vector3.zero;
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if (addTreeEffect)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(GetTreeEffectPath(bgId, isFetch: true)) as GameObject);
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gameObject.transform.parent = component.transform;
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gameObject.transform.localScale = Vector3.one;
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gameObject.transform.localPosition = Vector3.zero;
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}
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return component;
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}
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public void OnChangeSelectChapter(StoryChapterData chapterData, bool isFirstClear)
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{
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TransitionChapterExtraData = null;
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if (_extraChapters.Count > 0)
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{
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int intChapterId = int.Parse(chapterData.ChapterId);
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ChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == intChapterId);
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}
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if (_bgEffectControl != null)
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{
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_bgEffectControl.OnChangeSelectChapter(this, _sectionData, _sectionClassId, chapterData, isFirstClear);
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}
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}
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public void SetExtraTexture(int chapterId)
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{
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if (_extraChapters.Count == 0)
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{
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return;
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}
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ChapterExtraData chapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId || n.SectionId == 9003);
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if (chapterExtraData != null && chapterExtraData.IsChangeBG())
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{
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int num = _sectionData.BackGroundId;
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if (chapterExtraData.IsUseOtherSectionBG())
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{
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num = chapterExtraData.BGSectionId;
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for (int num2 = 0; num2 < _BGTexture.Length; num2++)
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{
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_BGTexture[num2].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(num, num2, isFetch: true)) as Texture;
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}
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}
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foreach (int item in chapterExtraData.ExtraTextureIndex)
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{
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_BGTexture[item].mainTexture = Toolbox.ResourcesManager.LoadObject(GetExtraBackGroundPath(num, item, chapterExtraData.BGSuffix, isFetch: true)) as Texture;
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}
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_isNormalBgSet = false;
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}
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else if (!_isNormalBgSet)
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{
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for (int num3 = 0; num3 < _BGTexture.Length; num3++)
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{
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_BGTexture[num3].mainTexture = Toolbox.ResourcesManager.LoadObject(GetBackGroundPath(_sectionData.BackGroundId, num3, isFetch: true)) as Texture;
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}
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_isNormalBgSet = true;
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}
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}
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public List<int> GetChaptersWithDifferentBackgroundFrom(int chapterId)
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{
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ChapterExtraData chapterExtra = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == chapterId);
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IEnumerable<ChapterExtraData> source = ((chapterExtra == null || !chapterExtra.IsUseOtherSectionBG()) ? _extraChapters.Where((ChapterExtraData c) => c.IsUseOtherSectionBG() && c.BGSectionId != _sectionData.BackGroundId) : _extraChapters.Where((ChapterExtraData c) => c.BGSectionId != chapterExtra.BGSectionId));
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return source.Select((ChapterExtraData s) => s.ExtraTextureChapter).ToList();
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}
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public IEnumerator SetClearEffect()
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{
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ChapterExtraData clearChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == BeforeChapterId);
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if (clearChapterExtraData != null && clearChapterExtraData.FirstClearEffect != null)
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{
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yield return new WaitForSeconds(clearChapterExtraData.FirstClearEffectDelayTime);
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clearChapterExtraData.FirstClearEffect.SetActive(value: false);
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clearChapterExtraData.FirstClearEffect.SetActive(value: true);
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}
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}
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public void SetupEnd()
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{
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if (_bgEffectControl != null)
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{
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_bgEffectControl.SetupEnd();
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}
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}
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public void OnDragBG(GameObject obj, Vector2 delta)
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{
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_BGDragSecResetUpToTime = 0.5f;
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_BGDragSec += Time.deltaTime;
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_BGDragSec = Mathf.Min(_BGDragSec, 0.25f);
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float t = Mathf.Clamp(_BGDragSec / 0.25f, 0f, 1f);
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_BGDragDelta = Vector2.Lerp(Vector2.zero, delta, t);
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}
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public void UpdateBGDrag()
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{
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if (_BGDragSecResetUpToTime > 0f)
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{
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_BGDragSecResetUpToTime -= Time.deltaTime;
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if (_BGDragSecResetUpToTime < 0f)
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{
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_BGDragSecResetUpToTime = 0f;
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_BGDragSec = 0f;
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}
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}
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if (!Mathf.Approximately(_BGDragDelta.x, 0f) || !Mathf.Approximately(_BGDragDelta.y, 0f))
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{
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_BGDragDelta.x *= 0.875f;
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_BGDragDelta.y *= 0.875f;
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Vector3 localPosition = _BGRoot.transform.localPosition;
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localPosition.x += _BGDragDelta.x;
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localPosition.y += _BGDragDelta.y;
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UpdateMovableRange();
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localPosition.x = Mathf.Clamp(localPosition.x, _minMovablePos.x, _maxMovablePos.x);
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localPosition.y = Mathf.Clamp(localPosition.y, _minMovablePos.y, _maxMovablePos.y);
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_BGRoot.transform.localPosition = localPosition;
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}
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}
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public void SetBGDragEnable(bool enable)
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{
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_isBGDragEnable = enable;
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_BGDragCollision.SetActive(enable);
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_BGDragDelta = Vector2.zero;
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}
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private void UpdateMovableRange()
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{
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float num = (float)Screen.width / (float)Screen.height;
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Vector3 localScale = _BGRoot.transform.localScale;
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Vector3 localPosition = _BGRoot.transform.parent.transform.localPosition;
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if (!(localScale == _currentBGScale) || num != _currentAspectRatio || !(localPosition == _currentParentPos))
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{
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float num2 = UIManager.GetInstance().UIManagerRoot.manualHeight;
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if (1.7777778f > num)
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{
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num2 *= 1.7777778f / num;
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}
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float num3 = num2 * num * 0.5f;
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float num4 = num2 * 0.5f;
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float num5 = 2048f * localScale.x;
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float num6 = 2560f * localScale.x;
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float num7 = 1536f * localScale.y;
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float num8 = 1536f * localScale.y;
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_minMovablePos.x = 0f - num6 + num3 + 5f - localPosition.x;
|
|
_maxMovablePos.x = num5 - num3 - 5f - localPosition.x;
|
|
_minMovablePos.y = 0f - num7 + num4 + 5f - localPosition.y;
|
|
_maxMovablePos.y = num8 - num4 - 5f - localPosition.y;
|
|
_currentAspectRatio = num;
|
|
_currentBGScale = localScale;
|
|
_currentParentPos = localPosition;
|
|
}
|
|
}
|
|
}
|