Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
313 lines
13 KiB
C#
313 lines
13 KiB
C#
public class NewReplayOperateReceive : OperateReceive
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{
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private bool _isFirstMulligan = true;
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public NewReplayOperateReceive(NetworkBattleManagerBase networkBattleMgr, RegisterActionManager registerCardList, OperateMgr operateMgr, NetworkBattleData networkBattleData)
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: base(networkBattleMgr, registerCardList, operateMgr, networkBattleData)
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{
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}
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protected override PlayHandCardReflection CreateNetworkPlayCardAction()
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{
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return new ReplayPlayCardAction(_battleMgr, _operateMgr, _networkBattleData);
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}
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protected override InPlayCardReflection CreateNetworkInPlayAction()
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{
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return new ReplayInPlayAction(_battleMgr, _operateMgr);
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}
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public void StartReplayOperate(NewReplayOperationCollection networkOperationCollection, NetworkBattleReceiver.ReplayReceiveData receiveData)
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{
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switch (receiveData.Operation)
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{
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case NetworkBattleReceiver.ReplayOperationType.MulliganStart:
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networkOperationCollection.DealOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.MulliganEnd:
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if (_isFirstMulligan)
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{
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_isFirstMulligan = false;
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networkOperationCollection.SwapOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
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}
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else
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{
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_isFirstMulligan = true;
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networkOperationCollection.SecondMulliganOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan, OnEndMulligan);
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}
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break;
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case NetworkBattleReceiver.ReplayOperationType.TurnStart:
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networkOperationCollection.TurnStartOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.TurnStartFinish:
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networkOperationCollection.TurnStartFinishOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.TurnEnd:
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networkOperationCollection.TurnEndOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.TurnEndFinish:
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networkOperationCollection.TurnEndFinishOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AddPpTotal:
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networkOperationCollection.AddPpTotalOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AddPp:
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networkOperationCollection.AddPpOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AddBp:
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networkOperationCollection.AddBpOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AddEp:
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networkOperationCollection.AddEpOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SetEp:
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networkOperationCollection.SetEpOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Draw:
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networkOperationCollection.DrawCardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.TokenDraw:
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networkOperationCollection.TokenDrawCardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CreateReservedCard:
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networkOperationCollection.CreateReservedCardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Play:
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if (receiveData.IsChoiceBraveData)
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{
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networkOperationCollection.PlayChoiceBraveCardOperation();
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}
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else
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{
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networkOperationCollection.PlayHandCardOperation();
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}
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShowWhenPlayEffect:
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networkOperationCollection.ShowWhenPlayEffectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SummonToken:
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networkOperationCollection.SummonTokenOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SummonCard:
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networkOperationCollection.SummonCardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AttackStart:
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networkOperationCollection.AttackStartOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Attack:
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networkOperationCollection.AttackOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CostChange:
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networkOperationCollection.CostChangeOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.RemoveCostChange:
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networkOperationCollection.RemoveCostChangeOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.PowerUp:
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networkOperationCollection.PowerUpOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.GainPowerDown:
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networkOperationCollection.GainPowerDownOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SetPowerDown:
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networkOperationCollection.SetPowerDownOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.DepriveBuff:
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networkOperationCollection.DepriveBuffOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SpellCharge:
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networkOperationCollection.SpellChargeOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Damage:
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networkOperationCollection.DamageOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Heal:
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networkOperationCollection.HealOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Discard:
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networkOperationCollection.DiscardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.DestroyOrBanish:
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networkOperationCollection.DestroyOrBanishOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Evolve:
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networkOperationCollection.EvolveOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SkillEvolve:
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networkOperationCollection.SkillEvolveOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Return:
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networkOperationCollection.ReturnOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.StartSelect:
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networkOperationCollection.StartSelectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Select:
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networkOperationCollection.SelectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CompSelect:
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networkOperationCollection.CompleteSelectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CancelSelect:
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networkOperationCollection.CancelSelectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.StartChoice:
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networkOperationCollection.StartChoiceOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CompChoice:
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networkOperationCollection.CompleteChoiceOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CancelChoice:
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networkOperationCollection.CancelChoiceOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.StartFusion:
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networkOperationCollection.StartFusionOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SelectFusion:
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networkOperationCollection.SelectFusionOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CompFusion:
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networkOperationCollection.CompleteFusionOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.CancelFusion:
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networkOperationCollection.CancelFusionOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ChantCountChange:
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networkOperationCollection.ChantCountChangeOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ChangeWhiteRitualStack:
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networkOperationCollection.ChangeWhiteRitualStackOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Necromance:
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networkOperationCollection.Necromance();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ChangeMaxAttackableCount:
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networkOperationCollection.ChangeMaxAttackableCountOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateDeck:
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networkOperationCollection.UpdateDeckOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.IndexChange:
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networkOperationCollection.IndexChangeOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Metamorphose:
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networkOperationCollection.MetamorphoseOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Geton:
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networkOperationCollection.GetonOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Getoff:
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networkOperationCollection.GetoffOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.Unite:
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networkOperationCollection.UniteOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.OpenCard:
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networkOperationCollection.OpenCardOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AttachSkill:
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networkOperationCollection.ShowSkillEffectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShowSkillEffect:
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networkOperationCollection.ShowSkillEffectOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShowSkillInductionEffect:
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networkOperationCollection.ShowSkillInductionEffect();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShowIndependentEffect:
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networkOperationCollection.ShowIndependentEffect();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ChangeAffiliation:
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networkOperationCollection.ChangeAffiliationOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.OnChangeUnionBurstAndSkyboundArt:
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networkOperationCollection.ShowChangeUnionBurstAndSkyboundArtEffect();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShowRepeatSkillEffect:
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networkOperationCollection.ShowRepeatSkillEffect();
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break;
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case NetworkBattleReceiver.ReplayOperationType.GiveCantActivateFanfare:
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networkOperationCollection.GiveCantActivateFanfareOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.DepriveCantActivateFanfare:
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networkOperationCollection.DepriveCantActivateFanfareOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.LoseSkill:
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networkOperationCollection.LoseSkillOperation();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateHandInfo:
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networkOperationCollection.UpdateHandInfo();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateChoiceBraveButtonEffet:
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networkOperationCollection.UpdateChoiceBraveButtonEffet();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateInplayInfo:
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networkOperationCollection.UpdateInplayInfo();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateDeckInfo:
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networkOperationCollection.UpdateDeckInfo();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateAttachedCardInfo:
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networkOperationCollection.UpdateAttachedCardInfo();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateFusionCardInfo:
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networkOperationCollection.UpdateFusionCardInfo();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateStatusPanel:
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networkOperationCollection.UpdateStatusPanel();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateBattleInfo:
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networkOperationCollection.UpdateBattleLog();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateClassInfoUi:
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networkOperationCollection.UpdateClassInfoUi();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateMyRotationBonus:
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networkOperationCollection.UpdateMyRotationBonus();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateAvatarBattleDescInfo:
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networkOperationCollection.UpdateAvatarBattleDescValueList();
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break;
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case NetworkBattleReceiver.ReplayOperationType.UpdateAttackableEffect:
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networkOperationCollection.UpdateAttackableEffect();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SkillProcessStart:
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networkOperationCollection.SkillProcessStart();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SkillVfxStart:
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networkOperationCollection.SkillVfxStart();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SkillVfxEnd:
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networkOperationCollection.SkillVfxEnd();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ClearSideLog:
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networkOperationCollection.ClearSideLog();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ClearDestroyedCardList:
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networkOperationCollection.ClearDestroyedCardList();
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break;
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case NetworkBattleReceiver.ReplayOperationType.PlayEmotion:
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networkOperationCollection.PlayEmotion();
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break;
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case NetworkBattleReceiver.ReplayOperationType.AttachShortageDeckWin:
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networkOperationCollection.AttachShortageDeckWin();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShortageDeckWin:
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networkOperationCollection.ShortageDeckWin();
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break;
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case NetworkBattleReceiver.ReplayOperationType.ShortageDeckLose:
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networkOperationCollection.ShortageDeckLose();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SpecialWin:
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networkOperationCollection.SpecialWin();
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break;
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case NetworkBattleReceiver.ReplayOperationType.SpecialLose:
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networkOperationCollection.SpecialLose();
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break;
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case NetworkBattleReceiver.ReplayOperationType.BattleFinish:
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networkOperationCollection.BattleFinish();
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break;
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}
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}
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}
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