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>
309 lines
6.1 KiB
C#
309 lines
6.1 KiB
C#
using System;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/UI/NGUI Texture")]
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public class UITexture : UIBasicSprite
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{
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[HideInInspector]
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[SerializeField]
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private Rect mRect = new Rect(0f, 0f, 1f, 1f);
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[HideInInspector]
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[SerializeField]
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private Texture mTexture;
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[HideInInspector]
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[SerializeField]
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private Material mMat;
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[HideInInspector]
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[SerializeField]
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private Shader mShader;
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[HideInInspector]
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[SerializeField]
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private Vector4 mBorder = Vector4.zero;
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[HideInInspector]
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[SerializeField]
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private bool mFixedAspect;
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[NonSerialized]
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private int mPMA = -1;
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public override Texture mainTexture
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{
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get
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{
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if (mTexture != null)
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{
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return mTexture;
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}
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if (mMat != null)
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{
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return mMat.mainTexture;
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}
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return null;
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}
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set
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{
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if (mTexture != value)
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{
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if (drawCall != null && drawCall.widgetCount == 1 && mMat == null)
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{
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mTexture = value;
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drawCall.mainTexture = value;
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return;
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}
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RemoveFromPanel();
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mTexture = value;
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mPMA = -1;
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MarkAsChanged();
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}
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}
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}
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public override Material material
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{
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get
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{
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return mMat;
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}
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set
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{
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if (mMat != value)
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{
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RemoveFromPanel();
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mShader = null;
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mMat = value;
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mPMA = -1;
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MarkAsChanged();
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}
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}
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}
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public override Shader shader
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{
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get
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{
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if (mMat != null)
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{
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return mMat.shader;
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}
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if (mShader == null)
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{
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mShader = Shader.Find("Unlit/Transparent Colored");
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}
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return mShader;
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}
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set
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{
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if (mShader != value)
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{
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if (drawCall != null && drawCall.widgetCount == 1 && mMat == null)
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{
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mShader = value;
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drawCall.shader = value;
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return;
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}
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RemoveFromPanel();
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mShader = value;
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mPMA = -1;
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mMat = null;
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MarkAsChanged();
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}
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}
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}
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public override bool premultipliedAlpha
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{
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get
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{
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if (mPMA == -1)
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{
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Material material = this.material;
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mPMA = ((material != null && material.shader != null && material.shader.name.Contains("Premultiplied")) ? 1 : 0);
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}
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return mPMA == 1;
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}
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}
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public override Vector4 border
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{
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get
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{
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return mBorder;
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}
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set
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{
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if (mBorder != value)
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{
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mBorder = value;
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MarkAsChanged();
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}
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}
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}
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public override Vector4 drawingDimensions
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{
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get
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{
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Vector2 vector = base.pivotOffset;
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float num = (0f - vector.x) * (float)mWidth;
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float num2 = (0f - vector.y) * (float)mHeight;
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float num3 = num + (float)mWidth;
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float num4 = num2 + (float)mHeight;
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if (mTexture != null && mType != Type.Tiled)
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{
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int num5 = mTexture.width;
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int num6 = mTexture.height;
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int num7 = 0;
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int num8 = 0;
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float num9 = 1f;
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float num10 = 1f;
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if (num5 > 0 && num6 > 0 && (mType == Type.Simple || mType == Type.Filled))
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{
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if ((num5 & 1) != 0)
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{
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num7++;
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}
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if ((num6 & 1) != 0)
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{
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num8++;
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}
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num9 = 1f / (float)num5 * (float)mWidth;
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num10 = 1f / (float)num6 * (float)mHeight;
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}
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if (mFlip == Flip.Horizontally || mFlip == Flip.Both)
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{
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num += (float)num7 * num9;
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}
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else
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{
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num3 -= (float)num7 * num9;
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}
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if (mFlip == Flip.Vertically || mFlip == Flip.Both)
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{
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num2 += (float)num8 * num10;
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}
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else
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{
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num4 -= (float)num8 * num10;
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}
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}
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float num11;
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float num12;
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if (mFixedAspect)
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{
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num11 = 0f;
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num12 = 0f;
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}
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else
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{
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Vector4 vector2 = border;
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num11 = vector2.x + vector2.z;
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num12 = vector2.y + vector2.w;
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}
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float x = Mathf.Lerp(num, num3 - num11, mDrawRegion.x);
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float y = Mathf.Lerp(num2, num4 - num12, mDrawRegion.y);
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float z = Mathf.Lerp(num + num11, num3, mDrawRegion.z);
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float w = Mathf.Lerp(num2 + num12, num4, mDrawRegion.w);
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return new Vector4(x, y, z, w);
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}
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}
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public override void MakePixelPerfect()
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{
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base.MakePixelPerfect();
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if (mType == Type.Tiled)
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{
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return;
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}
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Texture texture = mainTexture;
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if (!(texture == null) && (mType == Type.Simple || mType == Type.Filled || !base.hasBorder) && texture != null)
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{
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int num = texture.width;
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int num2 = texture.height;
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if ((num & 1) == 1)
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{
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num++;
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}
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if ((num2 & 1) == 1)
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{
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num2++;
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}
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base.width = num;
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base.height = num2;
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}
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}
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protected override void OnUpdate()
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{
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base.OnUpdate();
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if (!mFixedAspect)
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{
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return;
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}
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Texture texture = mainTexture;
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if (texture != null)
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{
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int num = texture.width;
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int num2 = texture.height;
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if ((num & 1) == 1)
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{
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num++;
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}
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if ((num2 & 1) == 1)
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{
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num2++;
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}
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float num3 = mWidth;
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float num4 = mHeight;
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float num5 = num3 / num4;
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float num6 = (float)num / (float)num2;
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if (num6 < num5)
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{
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float num7 = (num3 - num4 * num6) / num3 * 0.5f;
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base.drawRegion = new Vector4(num7, 0f, 1f - num7, 1f);
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}
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else
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{
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float num8 = (num4 - num3 / num6) / num4 * 0.5f;
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base.drawRegion = new Vector4(0f, num8, 1f, 1f - num8);
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}
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}
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}
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public override void OnFill(BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)
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{
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Texture texture = mainTexture;
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if (!(texture == null))
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{
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Rect rect = new Rect(mRect.x * (float)texture.width, mRect.y * (float)texture.height, (float)texture.width * mRect.width, (float)texture.height * mRect.height);
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Rect inner = rect;
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Vector4 vector = border;
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inner.xMin += vector.x;
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inner.yMin += vector.y;
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inner.xMax -= vector.z;
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inner.yMax -= vector.w;
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float num = 1f / (float)texture.width;
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float num2 = 1f / (float)texture.height;
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rect.xMin *= num;
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rect.xMax *= num;
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rect.yMin *= num2;
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rect.yMax *= num2;
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inner.xMin *= num;
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inner.xMax *= num;
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inner.yMin *= num2;
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inner.yMax *= num2;
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int size = verts.size;
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Fill(verts, uvs, cols, rect, inner);
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if (onPostFill != null)
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{
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onPostFill(this, size, verts, uvs, cols);
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}
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}
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}
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}
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