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>
319 lines
11 KiB
C#
319 lines
11 KiB
C#
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 PurchaseRewardItem : MonoBehaviour
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{
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private readonly Quaternion CARDOBJECT_ROTATION_QUATERNION = new Quaternion(0f, 0f, 0f, 0f);
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[SerializeField]
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private Vector3 _sleeveAndEmblemColliderSize = new Vector3(200f, 200f, 0f);
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[SerializeField]
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private Vector3 _sleeveAndEmblemColliderCenter = new Vector3(0f, 0f, 0f);
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[SerializeField]
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private UILabel _labelPurchaseNth;
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[SerializeField]
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private GameObject _objCardLayout;
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[SerializeField]
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private GameObject _objCardRoot;
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[SerializeField]
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private GameObject _objSleeveLayout;
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[SerializeField]
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private UITexture _textureSleeve;
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[SerializeField]
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private GameObject _degreeLayout;
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[SerializeField]
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private UITexture _degreeTexture;
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[SerializeField]
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private GameObject _objEmblemLayout;
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[SerializeField]
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private UITexture _textureEmblem;
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[SerializeField]
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private GameObject _objTwoEmblemsLayout;
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[SerializeField]
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private UITexture[] _textureTwoEmblems;
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[SerializeField]
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private GameObject _objComboSleeveEmblemLayout;
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[SerializeField]
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private UITexture _textureComboSleeve;
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[SerializeField]
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private UITexture _textureComboEmblem;
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[SerializeField]
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private GameObject _objComboMultiEmblemsParent;
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[SerializeField]
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private UITexture[] _textureComboMultiEmblems;
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[SerializeField]
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private GameObject _objItemLayout;
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[SerializeField]
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private UITexture _textureItem;
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[SerializeField]
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private UILabel _labelAcquired;
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[SerializeField]
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private UISprite _spriteAcquiredCardMask;
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[SerializeField]
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private GameObject _objItemNum;
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[SerializeField]
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private UILabel _labelItemNum;
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[SerializeField]
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private GameObject[] _objLayouts;
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public string DetailDialogTitleOverride { get; set; }
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// InstantiateDetailPrefab removed: CardSleeveDetailWindow deleted (DEAD-COLD engine cleanup Task 13)
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public void SetUserGoods(PurchaseRewardInfo purchaseReward, bool useLargeDetailDialog, GameObject cardObj, bool isPaging, bool isEnableItemNumber)
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{
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SetPurchaseNthLabel(purchaseReward.PurchaseNthText);
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GameObject[] objLayouts = _objLayouts;
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for (int i = 0; i < objLayouts.Length; i++)
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{
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objLayouts[i].SetActive(value: false);
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}
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List<ShopCommonRewardInfo> rewardInfoList = purchaseReward.RewardInfoList;
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if (rewardInfoList.Count == 1)
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{
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ShopCommonRewardInfo shopCommonRewardInfo = rewardInfoList[0];
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switch ((UserGoods.Type)shopCommonRewardInfo.Type)
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{
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case UserGoods.Type.Card:
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SetCardLayout(shopCommonRewardInfo, cardObj);
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ItemNumVisible(visible: true);
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SetItemNum(shopCommonRewardInfo);
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SetAcquired(_objCardLayout, purchaseReward.IsGet);
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if (purchaseReward.IsGet)
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{
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_spriteAcquiredCardMask.gameObject.SetActive(value: true);
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cardObj.GetComponent<BoxCollider>().enabled = true;
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}
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_objCardLayout.gameObject.SetActive(value: true);
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break;
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case UserGoods.Type.Sleeve:
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SetTexture(shopCommonRewardInfo, _textureSleeve);
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ItemNumVisible(visible: false);
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SetAcquired(_objSleeveLayout, purchaseReward.IsGet);
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_objSleeveLayout.gameObject.SetActive(value: true);
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SetRewardDetailDialog(_objSleeveLayout, rewardInfoList, useLargeDetailDialog, isPaging);
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break;
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case UserGoods.Type.Emblem:
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SetTexture(shopCommonRewardInfo, _textureEmblem);
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ItemNumVisible(visible: false);
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SetAcquired(_objEmblemLayout, purchaseReward.IsGet);
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_objEmblemLayout.gameObject.SetActive(value: true);
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SetRewardDetailDialog(_objEmblemLayout, rewardInfoList, useLargeDetailDialog, isPaging);
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break;
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case UserGoods.Type.Item:
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SetTexture(shopCommonRewardInfo, _textureItem);
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ItemNumVisible(isEnableItemNumber);
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SetItemNum(shopCommonRewardInfo);
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SetAcquired(_objItemLayout, purchaseReward.IsGet);
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_objItemLayout.gameObject.SetActive(value: true);
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break;
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case UserGoods.Type.Degree:
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SetTexture(shopCommonRewardInfo, _degreeTexture);
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ItemNumVisible(visible: false);
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SetAcquired(_degreeLayout, purchaseReward.IsGet);
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_degreeLayout.gameObject.SetActive(value: true);
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break;
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}
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}
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else if (rewardInfoList.Count == 2)
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{
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List<ShopCommonRewardInfo> list = rewardInfoList.Where((ShopCommonRewardInfo reward) => reward.Type == 6).ToList();
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List<ShopCommonRewardInfo> list2 = rewardInfoList.Where((ShopCommonRewardInfo reward) => reward.Type == 7).ToList();
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int count = list.Count;
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int count2 = list2.Count;
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if (count2 == 1 && count == 1)
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{
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SetTexture(list[0], _textureComboSleeve);
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SetTexture(list2[0], _textureComboEmblem);
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ItemNumVisible(visible: false);
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SetAcquired(_objComboSleeveEmblemLayout, purchaseReward.IsGet);
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_objComboSleeveEmblemLayout.SetActive(value: true);
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SetRewardDetailDialog(_objComboSleeveEmblemLayout, rewardInfoList, useLargeDetailDialog, isPaging);
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}
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else if (count2 == 2 && count == 0)
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{
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SetTexture(list2[0], _textureTwoEmblems[0]);
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SetTexture(list2[1], _textureTwoEmblems[1]);
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ItemNumVisible(visible: false);
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SetAcquired(_objTwoEmblemsLayout, purchaseReward.IsGet);
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_objTwoEmblemsLayout.SetActive(value: true);
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SetRewardDetailDialog(_objTwoEmblemsLayout, rewardInfoList, useLargeDetailDialog, isPaging);
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}
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}
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else
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{
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if (rewardInfoList.Count <= 2)
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{
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return;
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}
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List<ShopCommonRewardInfo> list3 = rewardInfoList.Where((ShopCommonRewardInfo reward) => reward.Type == 6).ToList();
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List<ShopCommonRewardInfo> list4 = rewardInfoList.Where((ShopCommonRewardInfo reward) => reward.Type == 7).ToList();
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int count3 = list3.Count;
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int count4 = list4.Count;
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int num = rewardInfoList.Count - count3 - count4;
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if (count3 != 1 || count4 < 2 || count4 > 4 || num != 0)
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{
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return;
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}
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SetTexture(list3[0], _textureComboSleeve);
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for (int num2 = 0; num2 < _textureComboMultiEmblems.Length; num2++)
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{
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if (num2 > count4 - 1)
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{
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_textureComboMultiEmblems[num2].gameObject.SetActive(value: false);
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continue;
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}
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SetTexture(list4[num2], _textureComboMultiEmblems[num2]);
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_textureComboMultiEmblems[num2].gameObject.SetActive(value: true);
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}
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ItemNumVisible(visible: false);
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SetAcquired(_objComboSleeveEmblemLayout, purchaseReward.IsGet);
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_objComboSleeveEmblemLayout.gameObject.SetActive(value: true);
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_objComboMultiEmblemsParent.SetActive(value: true);
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_textureComboEmblem.gameObject.SetActive(value: false);
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SetRewardDetailDialog(_objComboSleeveEmblemLayout, rewardInfoList, useLargeDetailDialog, isPaging);
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}
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}
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private void SetPurchaseNthLabel(string purchaseNthText)
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{
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_labelPurchaseNth.SetWrapText(purchaseNthText);
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}
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private void SetCardLayout(ShopCommonRewardInfo rewardCardInfo, GameObject cardObj)
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{
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cardObj.transform.parent = _objCardRoot.transform;
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cardObj.transform.localPosition = Vector3.zero;
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cardObj.transform.localScale = Vector3.one;
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cardObj.transform.rotation = CARDOBJECT_ROTATION_QUATERNION;
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cardObj.SetActive(value: true);
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}
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private void SetTexture(ShopCommonRewardInfo rewardInfo, UITexture uiTexture)
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{
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string empty = string.Empty;
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long id = 3000011L;
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switch ((UserGoods.Type)rewardInfo.Type)
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{
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default:
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return;
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case UserGoods.Type.Sleeve:
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id = Toolbox.ResourcesManager.GetExistingSleeveId(rewardInfo.UserGoodsId);
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empty = Toolbox.ResourcesManager.GetAssetTypePath(id.ToString(), ResourcesManager.AssetLoadPathType.SleeveTexture, isfetch: true);
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break;
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case UserGoods.Type.Emblem:
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empty = Toolbox.ResourcesManager.GetAssetTypePath(rewardInfo.UserGoodsId.ToString(), ResourcesManager.AssetLoadPathType.Emblem_M, isfetch: true);
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break;
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case UserGoods.Type.Item:
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{
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Item item = Data.Master.ItemList.Find((Item data) => data.UserGoodsId == rewardInfo.UserGoodsId);
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if (item == null)
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{
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return;
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}
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empty = Toolbox.ResourcesManager.GetAssetTypePath(item.thumbnail, ResourcesManager.AssetLoadPathType.Item, isfetch: true);
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break;
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}
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case UserGoods.Type.Degree:
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empty = Toolbox.ResourcesManager.GetAssetTypePath(UserGoods.GetUserGoodsImageName(UserGoods.Type.Degree, 0L), ResourcesManager.AssetLoadPathType.Item, isfetch: true);
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break;
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case UserGoods.Type.Card:
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return;
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}
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Texture mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(empty);
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uiTexture.mainTexture = mainTexture;
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uiTexture.material = null;
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if (rewardInfo.Type == 6)
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{
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Sleeve sleeve = Data.Master.SleeveMgr.Get(id);
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if (sleeve.IsPremiumSleeve)
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{
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UIManager.GetInstance().getUIBase_CardManager().SetSleeveTexture(uiTexture, sleeve.sleeve_id);
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}
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}
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}
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private void ItemNumVisible(bool visible)
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{
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_objItemNum.gameObject.SetActive(visible);
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}
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private void SetItemNum(ShopCommonRewardInfo rewardInfo)
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{
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_labelItemNum.text = rewardInfo.Num.ToString();
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}
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private void SetAcquired(GameObject layout, bool isAcquired)
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{
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_labelAcquired.gameObject.SetActive(isAcquired);
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UIManager.SetObjectToGrey(layout, isAcquired);
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UIManager.SetObjectToGrey(_objItemNum, isAcquired);
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}
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private void SetRewardDetailDialog(GameObject root, List<ShopCommonRewardInfo> rewardList, bool useLargeDetailDialog, bool isPaging)
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{
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BoxCollider boxCollider = root.AddComponent<BoxCollider>();
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boxCollider.size = _sleeveAndEmblemColliderSize;
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boxCollider.center = _sleeveAndEmblemColliderCenter;
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UIEventListener.Get(root).onClick = delegate
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetTitleLabel(string.IsNullOrEmpty(DetailDialogTitleOverride) ? Data.SystemText.Get("Shop_0185") : DetailDialogTitleOverride);
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if (isPaging)
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{
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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dialogBase.SetLayer("Loading");
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RewardBase component = NGUITools.AddChild(dialogBase.gameObject, UIManager.GetInstance().GetRewardDialogPrefab().gameObject).GetComponent<RewardBase>();
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for (int i = 0; i < rewardList.Count; i++)
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{
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component.AddReward(rewardList[i]);
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}
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component.SetActiveRewardLabel(isShow: false);
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component.EndCreate();
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}
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else
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{
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// CardSleeveDetailWindow removed (DEAD-COLD engine cleanup Task 13)
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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}
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};
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}
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public void SetScale(float scale)
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{
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base.transform.localScale = new Vector3(scale, scale, 1f);
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Vector3 localScale = new Vector3(1f / scale, 1f / scale, 1f);
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_labelPurchaseNth.transform.localScale = localScale;
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_labelItemNum.transform.parent.localScale = localScale;
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}
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}
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