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>
323 lines
12 KiB
C#
323 lines
12 KiB
C#
using System;
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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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using Wizard.Battle.View.Vfx;
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public class BattleCardIconAnimations : MonoBehaviour
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{
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public class SkillIcon
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{
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public string _key;
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public string _iconSpriteName;
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public int LabelNumber;
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public SkillIcon(string key, string iconSpriteName, int labelNumber)
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{
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_key = key;
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_iconSpriteName = iconSpriteName;
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LabelNumber = labelNumber;
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}
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}
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private List<SkillIcon> skillIconList = new List<SkillIcon>();
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private List<SkillIcon> skillIconListWithoutDuplicates = new List<SkillIcon>();
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private CardTemplate cardTemplate;
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private BattleCardBase _card;
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private SkillCollectionBase collection;
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private bool skillIconAlphaFlg;
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private int skillCount;
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private int _inductionLabelNumber = -1;
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public VfxBase Initialize(BattleCardBase card, SkillCollectionBase collection, bool isStackWhiteRitual = false)
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{
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_card = card;
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this.collection = collection;
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ISkillApplyInformation skillApplyInformation = card.SkillApplyInformation;
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bool isEarthRiteField = (IsEarthRiteField() ? true : false);
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bool hasInductionSkill = HasInductionSkill();
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bool hasInductionNumberSkill = HasInductionNumberSkill();
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bool hasKiller = (skillApplyInformation.IsKiller ? true : false);
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bool hasDrain = (skillApplyInformation.IsDrain ? true : false);
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bool hasWhenDestroySkill = (HasWhenDestroySkill() ? true : false);
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bool hasGetonSkill = HasGetonSkill();
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bool isGetOnAfter = _card.GetOnCards.Any();
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bool hasWhiteRirualStackSkill = HasStackWhiteRitualSkill();
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int whiteRitualCount = _card.SkillApplyInformation.WhiteRitualCount;
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return InstantVfx.Create(delegate
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{
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InitializeIcon(isEarthRiteField && !hasWhiteRirualStackSkill, isEarthRiteField && hasWhiteRirualStackSkill, whiteRitualCount, hasInductionSkill, hasInductionNumberSkill, hasKiller, hasDrain, hasWhenDestroySkill, hasGetonSkill, isGetOnAfter, isReplay: false, isStackWhiteRitual);
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});
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}
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private void InitializeIcon(bool hasWhiteRirualSkill, bool hasWhiteRirualStackSkill, int whiteRitualCount, bool hasInductionSkill, bool hasInductionNumberSkill, bool hasKiller, bool hasDrain, bool hasWhenDestroySkill, bool hasGetonSkill, bool isGetOnAfter = false, bool isReplay = false, bool isStackWhiteRitual = false)
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{
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if (!(_card.BattleCardView.GameObject == null))
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{
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ClearAllSkillIcons();
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cardTemplate = _card.BattleCardView.GameObject.GetComponent<CardTemplate>();
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cardTemplate.SkillIconTemp.gameObject.transform.localPosition = new Vector3(0f, -30f, -0.1f);
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cardTemplate.SkillIconTemp.gameObject.transform.localScale = new Vector3(0.2f, 0.2f, 1f);
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cardTemplate.SkillIconTemp.atlas = UIManager.GetInstance().GetAtlasList().FirstOrDefault((UIAtlas s) => s.name == "Battle");
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AddToIconList("white_ritual", "battle_notice_status_08", hasWhiteRirualSkill);
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AddToIconList("stack_white_ritual", "battle_notice_status_11", hasWhiteRirualStackSkill, whiteRitualCount);
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AddToIconList("induction", "battle_notice_status_04", hasInductionSkill);
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AddToIconList("induction_number", "battle_notice_status_04", hasInductionNumberSkill, GetInductionLabelNumber());
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AddToIconList("killer", "battle_notice_status_01", hasKiller);
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AddToIconList("drain", "battle_notice_status_07", hasDrain);
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AddToIconList("destroy", "battle_notice_status_06", hasWhenDestroySkill);
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if (isReplay)
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{
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AddToIconList("geton", "battle_notice_status_09", hasGetonSkill);
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AddToIconList("geton_after", "battle_notice_status_10", isGetOnAfter);
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}
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else if (isGetOnAfter)
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{
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AddToIconList("geton_after", "battle_notice_status_10", hasGetonSkill);
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}
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else
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{
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AddToIconList("geton", "battle_notice_status_09", hasGetonSkill);
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}
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PopulateSkillIconListWithoutDuplicates();
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string spriteName = (skillIconListWithoutDuplicates.Any() ? skillIconListWithoutDuplicates[0]._iconSpriteName : string.Empty);
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cardTemplate.SkillIconTemp.spriteName = spriteName;
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ChangeSkillIconLabel(cardTemplate.SkillIconLabelTemp, skillIconListWithoutDuplicates.Any() ? skillIconListWithoutDuplicates[0].LabelNumber : (-1));
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UpdateSkillIconLabelColor();
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skillCount = 0;
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cardTemplate.SkillIconTemp.gameObject.SetActive(value: true);
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if (isStackWhiteRitual)
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{
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cardTemplate.SkillIconTemp.alpha = 1.5f;
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skillIconAlphaFlg = false;
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}
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}
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}
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private void AddToIconList(string key, string spriteName, bool addCondition, int labelNumber = -1)
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{
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if (addCondition)
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{
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AddSkillIcon(key, spriteName, labelNumber);
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}
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}
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private void PopulateSkillIconListWithoutDuplicates()
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{
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AddToIconListWithoutDuplicates("white_ritual");
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AddToIconListWithoutDuplicates("stack_white_ritual");
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AddToIconListWithoutDuplicates("induction");
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AddToIconListWithoutDuplicates("induction_number");
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AddToIconListWithoutDuplicates("destroy");
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AddToIconListWithoutDuplicates("killer");
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AddToIconListWithoutDuplicates("drain");
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AddToIconListWithoutDuplicates("geton");
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}
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private void AddToIconListWithoutDuplicates(string key)
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{
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if (skillIconList.Any((SkillIcon c) => c._key == key) && !skillIconListWithoutDuplicates.Any((SkillIcon c) => c._key == key))
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{
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SkillIcon skillIcon = skillIconList.SingleOrDefault((SkillIcon c) => c._key == key && c._iconSpriteName != null);
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skillIconListWithoutDuplicates.Add(new SkillIcon(key, skillIcon._iconSpriteName, skillIcon.LabelNumber));
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}
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}
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public void AddSkillIcon(string key, string fileName, int labelNumber = -1)
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{
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string iconSpriteName = ((!skillIconList.Any((SkillIcon v) => v._key == key)) ? fileName : null);
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skillIconList.Add(new SkillIcon(key, iconSpriteName, labelNumber));
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skillIconListWithoutDuplicates = skillIconList.Where((SkillIcon v) => v._iconSpriteName != null).ToList();
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}
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public void DeleteSkillIcon(string key)
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{
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if (skillIconList.Any((SkillIcon v) => v._key == key))
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{
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skillIconList.Remove(skillIconList.Where((SkillIcon v) => v._key == key).Last());
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}
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skillIconListWithoutDuplicates = skillIconList.Where((SkillIcon v) => v._iconSpriteName != null).ToList();
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if (skillIconListWithoutDuplicates.Count == 0)
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{
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cardTemplate.SkillIconTemp.spriteName = string.Empty;
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cardTemplate.SkillIconLabelTemp.text = string.Empty;
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}
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ChangeTexture();
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}
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private void ChangeTexture()
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{
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if (skillIconListWithoutDuplicates.Count() - 1 > skillCount)
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{
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skillCount++;
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cardTemplate.SkillIconTemp.spriteName = skillIconListWithoutDuplicates[skillCount]._iconSpriteName;
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ChangeSkillIconLabel(cardTemplate.SkillIconLabelTemp, skillIconListWithoutDuplicates[skillCount].LabelNumber);
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}
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else if (skillIconListWithoutDuplicates.Count() != 0)
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{
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skillCount = 0;
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cardTemplate.SkillIconTemp.spriteName = skillIconListWithoutDuplicates[skillCount]._iconSpriteName;
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ChangeSkillIconLabel(cardTemplate.SkillIconLabelTemp, skillIconListWithoutDuplicates[skillCount].LabelNumber);
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}
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UpdateSkillIconLabelColor();
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}
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private void UpdateSkillIconLabelColor()
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{
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if (cardTemplate.SkillIconTemp.spriteName == "battle_notice_status_11")
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{
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cardTemplate.SkillIconLabelTemp.color = Color.white;
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cardTemplate.SkillIconLabelTemp.effectColor = Color.black;
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}
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else if (cardTemplate.SkillIconTemp.spriteName == "battle_notice_status_04")
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{
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cardTemplate.SkillIconLabelTemp.color = Color.black;
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cardTemplate.SkillIconLabelTemp.effectColor = Color.white;
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}
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}
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private void ChangeSkillIconLabel(UILabel label, int labelNumber)
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{
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if (labelNumber == -1)
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{
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label.text = string.Empty;
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}
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else
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{
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label.text = labelNumber.ToString();
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}
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}
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public void ClearAllSkillIcons()
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{
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skillIconList.Clear();
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skillIconListWithoutDuplicates.Clear();
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}
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private bool HasWhenDestroySkill()
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{
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return collection._skillTimingInfo.IsWhenDestroy;
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}
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public bool HasInductionSkill()
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{
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for (int i = 0; i < collection.Count(); i++)
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{
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SkillBase skillBase = collection.ElementAt(i);
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if (skillBase.IsInductionSkill && skillBase.SkillPrm.buildInfo._icon == "induction")
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{
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return true;
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}
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}
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return false;
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}
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public bool HasStackWhiteRitualSkill()
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{
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return collection.Any((SkillBase x) => x is Skill_stack_white_ritual);
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}
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public bool HasGetonSkill()
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{
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return collection.Any((SkillBase x) => x is Skill_geton);
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}
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public bool HasInductionNumberSkill()
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{
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for (int i = 0; i < collection.Count(); i++)
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{
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SkillBase skillBase = collection.ElementAt(i);
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if (skillBase.IsInductionSkill && skillBase.SkillPrm.buildInfo._icon != "induction" && skillBase.SkillPrm.buildInfo._icon.Contains("induction"))
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{
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return true;
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}
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}
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return false;
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}
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public int GetInductionLabelNumber()
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{
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if (_inductionLabelNumber != -1)
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{
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return _inductionLabelNumber;
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}
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SkillBase skillBase = collection.FirstOrDefault((SkillBase s) => s.IsInductionSkill && s.SkillPrm.buildInfo._icon != "induction" && s.SkillPrm.buildInfo._icon.Contains("induction"));
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if (skillBase == null)
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{
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return -1;
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}
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SkillOptionValue skillOptionValue = new SkillOptionValue(skillBase.SkillPrm.buildInfo._icon);
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skillOptionValue.SetupFilterVariable(_card.SelfBattlePlayer.BattleMgr.GetBattlePlayerInfoPair(_card.IsPlayer), _card, isPrePlay: false, null);
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return skillOptionValue.GetInt(SkillFilterCreator.ContentKeyword.induction);
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}
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private bool IsEarthRiteField()
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{
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if (_card.IsField || _card.IsChantField)
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{
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return _card.IsTribe(CardBasePrm.TribeType.WHITE_RITUAL);
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}
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return false;
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}
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public VfxBase UpdateSkillIconInReplay(List<NetworkBattleReceiver.InplaySkillEffect> inplaySkillEffectList, int inductionNumber, bool isInitialize, bool isStackWhiteRitual = false)
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{
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if (!isInitialize && _card.HasStackWhiteRitualAndOtherIconSkill() && skillIconListWithoutDuplicates.Count < 2)
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{
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return NullVfx.GetInstance();
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}
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_inductionLabelNumber = inductionNumber;
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bool hasWhiteRitualSkill = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.WhiteRitual);
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bool hasWhiteRirualStackSkill = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.StackWhiteRitual);
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bool hasInductionSkill = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.Induction);
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bool hasInductionNumberSkill = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.InductionNumber);
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bool hasKiller = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.Killer);
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bool hasDrain = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.Drain);
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bool hasWhenDestroySkill = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.Destroy);
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bool hasGeton = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.Geton);
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bool hasGetonAfter = inplaySkillEffectList.Contains(NetworkBattleReceiver.InplaySkillEffect.GetonAfter);
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int whiteRitualCount = _card.SkillApplyInformation.WhiteRitualCount;
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return InstantVfx.Create(delegate
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{
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if (skillIconList.Count == 0 || isInitialize)
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{
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InitializeIcon(hasWhiteRitualSkill, hasWhiteRirualStackSkill, whiteRitualCount, hasInductionSkill, hasInductionNumberSkill, hasKiller, hasDrain, hasWhenDestroySkill, hasGeton, hasGetonAfter, isReplay: true, isStackWhiteRitual);
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}
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else
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{
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UpdateSkillIcon("white_ritual", "battle_notice_status_08", hasWhiteRitualSkill);
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UpdateSkillIcon("stack_white_ritual", "battle_notice_status_11", hasWhiteRirualStackSkill, whiteRitualCount);
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UpdateSkillIcon("induction", "battle_notice_status_04", hasInductionSkill);
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UpdateSkillIcon("induction_number", "battle_notice_status_04", hasInductionNumberSkill, GetInductionLabelNumber());
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UpdateSkillIcon("killer", "battle_notice_status_01", hasKiller);
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UpdateSkillIcon("drain", "battle_notice_status_07", hasDrain);
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UpdateSkillIcon("destroy", "battle_notice_status_06", hasWhenDestroySkill);
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UpdateSkillIcon("geton", "battle_notice_status_09", hasGeton);
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UpdateSkillIcon("geton_after", "battle_notice_status_10", hasGetonAfter);
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}
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});
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}
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private void UpdateSkillIcon(string key, string spriteName, bool hasIcon, int labelNumber = -1)
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{
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if (hasIcon && !skillIconList.Any((SkillIcon v) => v._key == key))
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{
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AddToIconList(key, spriteName, hasIcon, labelNumber);
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}
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else if (!hasIcon && skillIconList.Any((SkillIcon v) => v._key == key))
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{
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DeleteSkillIcon(key);
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}
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}
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}
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