feat(battle-engine): re-establish dropped base clauses for net-new stubs (2704->2202 true)

The stub generator emits net-new types as base-LESS partials, so generated Vfx/View
types weren't actually VfxBase/etc. -> hundreds of CS1503/CS0029 'cannot convert to
VfxBase' at every polymorphic call site. m1_baseclauses.py recovers each generated
type's decomp base CLASS (interfaces dropped to avoid CS0535) into _BaseClauses.g.cs,
cross-namespace bases fully qualified. Generated the intermediate Vfx/processing base
types (SpreadOutVfx/OpenCardVfx/ProcessingBase/DamageVfxBase/ForecastIconVfxBase/...).
DefaultOpeningVfx regenerated WITH override (its base OpeningVfx is copied+abstract).

Clearing the polymorphism cascade + the masking base-type CS0246s unmasked the true
member-level frontier: 2202 (CS1501/CS1061/CS1503), 0 structural errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 22:24:22 -04:00
parent d01e3da869
commit 2ddc86943e
21 changed files with 1339 additions and 1 deletions

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\CardTouchProcessorBase.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class CardTouchProcessorBase
{
protected readonly BattleManagerBase _battleMgr;
protected readonly BattlePlayer _battlePlayer;
protected readonly BattleCardBase _firstTouchCard;
protected IEnumerable<BattleCardBase> _targetCards;
protected GameObject _lastFocusedObject;
protected BattleCardBase _lastFocusedCard;
protected InputMgr _inputMgr;
public CardTouchProcessorBase(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr) { }
public virtual VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxWith<ITouchProcessor> End() => default!;
private BattleCardBase GetBattleCardFromObject(GameObject cardObject) => default!;
public virtual bool CheckIsEnd() => default!;
protected virtual void SetupTouchProcessorEvents() { }
protected VfxBase CreateOpenCardDetailVfx(BattleCardBase targetCard, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\DamageVfxBase.cs
using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class DamageVfxBase
{
private const float DAMAGE_ANIMATION_LENGTH = 2.5f;
private const float DAMAGE_TEXT_MARGIN = 0.26f;
private const int DAMAGE_MAX_VALUE = 9999;
private const int TEXTURE_SHEET_MAX = 16;
private const float PLAYER_CLASS_DAMAGE_EFFECT_POSITION = 0.4f;
private const float ENEMY_CLASS_DAMAGE_EFFECT_POSITION = 0.3f;
protected BattleManagerBase _battleMgr;
protected readonly IBattleCardView _targetCardView;
private GameObject _numberObject;
private GameObject _damageEffect;
private bool IsLoadEnd;
protected virtual Vector3 StartPosition { get; set; }
protected string _effectName { get; set; }
public bool IsEffectEnd { get; set; }
protected DamageVfxBase(IBattleCardView targetCardView) { }
protected IEnumerator StartShowValue(int value) => default!;
protected virtual void HideValue() { }
protected virtual void SetupNumberAnimation(int value) { }
public void UpdateEffect() { }
public void RemoveCheck() { }
public void DestroyEffect() { }
}
}

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@@ -4,6 +4,6 @@ namespace Wizard.Battle.View.Vfx
public partial class DefaultOpeningVfx
{
public DefaultOpeningVfx(BackGroundBase backGround) { }
public void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass) { }
public override void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ForecastIconVfxBase.cs
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class ForecastIconVfxBase
{
protected readonly IBattleCardView _view;
public const float OFFSET_Z = -0.1f;
protected string FORECAST_ICON_NAME { get; set; }
protected string ResourcePath { get; set; }
protected ForecastIconVfxBase(IBattleCardView view, IBattleResourceMgr resourceMgr) { }
protected virtual void Setup(GameObject iconObject) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\OpenCardVfx.cs
using System.Collections;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class OpenCardVfx
{
public const float CARD_MOVE_TIME = 0.4f;
protected const float CARD_TURN_TIME = 0.39f;
protected static readonly Vector3 CARD_TRANSFORM_POSITION;
protected BattleManagerBase _battleManager;
protected IBattleCardView _cardView;
protected Vector3 _position;
protected bool _isLegend;
protected void Init(IBattleCardView cardView, Vector3 pos, bool isLegend) { }
protected virtual VfxBase PrepareMoveCard(GameObject cardHolder) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase MoveCard() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase MoveCardCenter() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected virtual void PlayCardOpenEffect() { }
protected void cardOpenSoundLg() { }
protected void cardOpenSound() { }
protected void cardDrawSound() { }
public static void RotateToAndShowCardName(IBattleCardView cardView, Hashtable iTweenHash) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\OpponentMulliganDrawCardVfx.cs
using System.Collections.Generic;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class OpponentMulliganDrawCardVfx
{
private const float CARD_SORT_OFFSET = 220f;
private const float FIRST_CARD_POSITION_X = 180f;
private const float CARD_POSITION_Y = 500f;
private const float CARD_POSITION_Z = -50f;
private static readonly Vector3 CARD_ROTATION;
public OpponentMulliganDrawCardVfx(IEnumerable<BattleCardBase> drawCards) { }
private void CardDrawPrepare(IEnumerable<BattleCardBase> drawCards) { }
private VfxBase MoveSpinVfx(IEnumerable<BattleCardBase> drawCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}

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@@ -0,0 +1,15 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UI.Profile\Page.cs
using UnityEngine;
namespace Wizard.UI.Profile
{
public partial class Page
{
public delegate void DelegatePage(bool isAnimate, int beforeClassId, int afterClassId);
private DelegatePage _onChangeActive;
private DelegatePage _onChangeInactive;
private DelegatePage _onExecuteSetActive;
private bool _isActive;
protected void SetCallback(DelegatePage onChangeActive, DelegatePage onChangeInactive, DelegatePage onExecuteSetActive) { }
public void SetActive(bool isActive, bool isAnimate, int beforeClassId, int afterClassId) { }
}
}

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@@ -0,0 +1,29 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\PlayEffectVfx.cs
using System;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class PlayEffectVfx
{
private Func<GameObject> _getLoadedEffectObject;
private Func<Vector3> _getPosition;
protected GameObject _effectObject;
private Effect _effect;
private Transform _targetTransform;
private int _layer;
public bool IsEffectEnd { get; set; }
public bool IsFollow { get; set; }
public bool IsFollowPosition { get; set; }
public bool IsFollowAll { get; set; }
public Func<GameObject> GetLoadedGameObject { get; set; }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Transform baseTransform, bool isFollow = false, bool isFollowPosition = false, bool isFollowAll = false) { }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Vector3 position, bool isFollow = false, bool isFollowPosition = false) { }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Func<Vector3> getPosition, bool isFollow = false, bool isFollowPosition = false, int layer = -1) { }
private void Setup(Func<GameObject> getLoadedEffectObject, Func<Vector3> getPosition) { }
public void Play() { }
public void UpdateEffect() { }
public void RemoveCheck() { }
public void FollowTarget() { }
public void DestroyEffect() { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult\ProcessingBase.cs
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
{
public partial class ProcessingBase
{
public IProcessing NextProcessing { get; set; }
public void Execute(Parameter param) { }
protected void ExecuteNextProcessing(Parameter param) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SpreadOutVfx.cs
using System.Collections.Generic;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class SpreadOutVfx
{
public partial class SortTransform { }
protected const float Z_SPAWN_OFFSET = 5f;
protected const float CARD_SORT_TIME = 0.2f;
protected const float CARD_WAIT_SORT_TIME = 0.15f;
protected const float BW_MAX = 700f;
protected const float C_BASE_X = 200f;
protected const float TOKEN_SPAWN_TIME = 0.2f;
protected const float FRAME_SPARK_TIME = 0.1f;
protected const float SPECIAL_TOKEN_FRAME_SPARK_TIME = 0.8f;
protected const float EFFECT_ALPHA_CARD_MAX = 30f;
protected const float EFFECT_ALPHA_RATE = 0.8f;
protected const float EFFECT_ALPHA_OFFSET = 0.3f;
protected bool _isVisible;
protected float GetRotationY { get; set; }
protected virtual bool IsPlaySparkEffect { get; set; }
protected VfxBase CreateSpreadOutVfx(List<BattleCardBase> drawList, bool isSpecialTokenDraw = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected Vector3 GetSortPosition(List<BattleCardBase> drawList, int i, int cNum) => default!;
protected Vector3 GetSortRotation(List<BattleCardBase> drawList, int i, int cNum) => default!;
protected List<SortTransform> GetSortTransforms(List<BattleCardBase> drawList) => default!;
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\StartPickCardVfx.cs
using System.Collections;
namespace Wizard.Battle.View.Vfx
{
public partial class StartPickCardVfx
{
public partial class WaitUntilCardIsQueuedToBePlayedVfx { }
protected readonly BattleCardBase _card;
protected readonly IBattleCardView _cardView;
protected readonly WaitUntilCardIsQueuedToBePlayedVfx waitUntilCardIsInPlayQueueVfx;
public StartPickCardVfx(IBattleCardView cardView, BattleCardBase card) { }
public VfxBase Cancel() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}

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@@ -0,0 +1,14 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\WaitLoadEffectVfx.cs
using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class WaitLoadEffectVfx
{
public int NowStep { get; set; }
public string FileName { get; set; }
public WaitLoadEffectVfx(string fileName, Action<GameObject> setEffectObject) { }
}
}

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@@ -0,0 +1,168 @@
// AUTO-GENERATED (m1_baseclauses) — re-establish dropped base clauses for net-new stubs.
// Members live in the sibling <Type>.g.cs (base-less); this file only carries inheritance.
using UnityEngine;
namespace Wizard.Battle.View.Vfx { public partial class AddTokenDeckVfx : SpreadOutVfx { } }
namespace Wizard.Battle.Touch { public partial class AttackTargetSelectTouchProcessor : CardTouchProcessorBase { } }
namespace Wizard.Battle.UI { public partial class AvatarBattleBonusItem : MonoBehaviour { } }
namespace Wizard.Battle.UI { public partial class AvatarBattlePassiveBonusItem : MonoBehaviour { } }
namespace Wizard.Battle.UI { public partial class AvatarBattleTitleItem : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class AwakeSkillActivationVfx : LoadAndPlayEffectVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class BanishDeckCardVfx : OpenCardVfx { } }
namespace Wizard.Battle.View { public partial class BattleEnemyView : BattlePlayerViewBase { } }
namespace Wizard.Battle.View.Vfx { public partial class BattleLoadingEndVfx : VfxBase { } }
namespace Wizard.Battle.UI { public partial class BattleLogItem : MonoBehaviour { } }
namespace Wizard.Battle.View { public partial class BattlePlayerView : BattlePlayerViewBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class BattleStarter : ProcessingBase { } }
namespace Wizard.Battle.View.Vfx { public partial class BerserkSkillActivationVfx : LoadAndPlayEffectVfx { } }
namespace Wizard.Battle.UI { public partial class BishopInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.UI { public partial class BishopSummonTokenInfomationUI : MonoBehaviour { } }
namespace Wizard.Battle.UI { public partial class BossRushEnemySpecialSkillItem : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class CanNotTouchCardVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ChangeChantCountVfx : ShowChantCountVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class ChangeInPlayViewVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ChangeWhiteRitualCountVfx : VfxWithLoadingSequential { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class ChapterCharaDecider : ProcessingBase { } }
namespace Wizard.Battle.Touch { public partial class ChoiceBraveTouchProcessor : ChoiceTouchProcessor { } }
namespace Wizard.Battle.View.Vfx { public partial class Class3dEvolveVfx : EvolveVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class ClassCardVfxCreatorBase : CardVfxCreatorBase { } }
namespace Wizard.UI.Profile { public partial class ClassPage : Page { } }
namespace Wizard.Battle.View.Vfx { public partial class CostChangeVfx : VfxWithLoadingSequential { } }
namespace Wizard.Battle.View.Vfx { public partial class DamageVfx : DamageVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DamageVfxBase : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class DeckChangeVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DeckOutWinVfx : SequentialVfxPlayer { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class DeckSelectionConfirmDialogDisplay : ProcessingBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class DeckSelectionDialogDisplay : ProcessingBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DeckSelfSummonVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class DefaultOpeningVfx : OpeningVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class DelaySetupVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DestroyVfx : VfxWithLoadingSequential { } }
namespace Wizard.UI.Dialog { public partial class DialogContactMenu : MonoBehaviour { } }
namespace Wizard.UI.Dialog { public partial class DialogSpeedChallenge : MonoBehaviour { } }
namespace Wizard.UI.Dialog { public partial class DialogSpeedChallengeResult : MonoBehaviour { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class Download : ProcessingBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { public partial class DownloadConfirmDialogDisplay : global::Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.ProcessingBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class DownloadInfoGetter : ProcessingBase { } }
namespace Wizard.Battle.UI { public partial class DragonInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DrawSpecialTokenVfx : SpreadOutVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class DrawTokenVfx : SpreadOutVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class DummyDeckChangeCardVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DummyDeckRemoveCardVfx : VfxBase { } }
namespace Wizard.Battle.UI { public partial class ElfInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.Touch { public partial class EmotionHideMessageVfx : global::Wizard.Battle.View.Vfx.SequentialVfxPlayer { } }
namespace Wizard.Battle.View { public partial class EnemyClassBattleCardView : ClassBattleCardViewBase { } }
namespace Wizard.Battle.View.Vfx { public partial class EnemyClassCardVfxCreator : ClassCardVfxCreatorBase { } }
namespace Wizard.Battle.View.Vfx { public partial class EnemyDeckOutVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class EnemyMulliganDrawVfx : OpponentMulliganDrawCardVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class EnemyMulliganSwapVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class EpChangeVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class EvolveImageChangeVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class EvolveNameChangeVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class EvolveUnitMaskCardInPlayVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class EvolveVfx : EvolveVfxBase { } }
namespace Wizard.Battle.View { public partial class FieldBattleCardView : BattleCardView { } }
namespace Wizard.Battle.View.Vfx { public partial class FieldCardVfxCreator : CardVfxCreatorBase { } }
namespace Wizard.Battle.View.Vfx { public partial class FieldMaskCardInPlayVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastBanishIconAttachVfx : ForecastIconVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastDamageIconAttachVfx : ForecastIconVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastDeathIconAttachVfx : ForecastIconVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastIconVfxBase : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastRandomSkillUseCardVfx : ForecastIconVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ForecastRandomSkillUseMessageVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.Touch { public partial class FusionWaitProcessor : SetCardProcessor { } }
namespace Wizard.Battle.View.Vfx { public partial class HandEffectLoopEndVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class HandEffectLoopStartVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class HideForecastRandomSkillUseMessageVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class HighRankEvolveVfx : EvolveVfxBase { } }
namespace Wizard.UI.Dialog.ImageSelection { public partial class ImageSelection : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class LoadAndPlayEffectVfx : VfxWithLoadingSequential { } }
namespace Wizard { public partial class MailTopTask : BaseTask { } }
namespace Wizard.Battle.View.Vfx { public partial class MetamorphoseHandCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class MetamorphoseInPlayCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class MoveToDeckVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class MulliganEndVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.UI { public partial class MyRotationBonusItem : MonoBehaviour { } }
namespace Wizard.Battle.UI { public partial class NecromanceInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.View.Vfx { public partial class NecromanceSkillActivationVfx : LoadAndPlayEffectVfx { } }
namespace Wizard.Battle.UI { public partial class NemesisInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.View { public partial class NullClassBattleCardView : NullBattleCardView { } }
namespace Wizard.Battle.View { public partial class NullEnemyBattleView : BattleEnemyView { } }
namespace Wizard.Battle.View { public partial class NullFieldBattleCardView : FieldBattleCardView { } }
namespace Wizard.Battle.View { public partial class NullPlayerBattleView : BattlePlayerView { } }
namespace Wizard.Battle.View.Vfx { public partial class NullVfxWithLoading : VfxWithLoading { } }
namespace Wizard.Battle.View.Vfx { public partial class OneShotHeavenlyAegisPlayVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class OpenCardFromHandVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class OpenCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class OpponentDrawCardToHandVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class OpponentDrawCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class OpponentMulliganDrawCardVfx : SequentialVfxPlayer { } }
namespace Wizard.UI.Profile { public partial class Page : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayCRISoundVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayEffectAndSeVfx : PlayEffectVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayEffectVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerAndEnemyReadyVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View { public partial class PlayerClassBattleCardView : ClassBattleCardViewBase { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerClassCardVfxCreator : ClassCardVfxCreatorBase { } }
namespace Wizard.RoomMatch { public partial class PlayerControllerForOwn : PlayerController { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerDeckOutVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerDrawCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerEndDrawVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerMulliganDrawVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PlayerMulliganSwapVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PpChangeVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class PpIncreaseVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class ReactiveSkillActivationVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class RecoveryEvolveVfx : EvolveVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class RefreshAttackVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class RefreshHealthVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class RemoveChantCountVfx : VfxBase { } }
namespace Wizard.Battle.UI { public partial class ReplayMoveTurnWindow : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class ReturnCardVfx : SequentialVfxPlayer { } }
namespace Wizard.RoomMatch { public partial class RoomBase : MonoBehaviour { } }
namespace Wizard.RoomMatch { public partial class RoomRuleSelectDialog : MonoBehaviour { } }
namespace Wizard.Battle.UI { public partial class RoyalInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.View.Vfx { public partial class SetShortageDeckWinVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class ShowCardNumberLabelVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class ShowChantCountVfx : VfxWithLoadingSequential { } }
namespace Wizard.Battle.View.Vfx { public partial class ShowSideLogVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class SkillEvolveVfx : EvolveVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class SkillSelectHandCardsVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View { public partial class SpellBattleCardView : BattleCardView { } }
namespace Wizard.Battle.View.Vfx { public partial class SpellCardVfxCreator : CardVfxCreatorBase { } }
namespace Wizard.Battle.View.Vfx { public partial class SpellChargeSkillActivationVfx : VfxWithLoadingSequential { } }
namespace Wizard.Battle.View.Vfx { public partial class SpreadOutVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class StartChoiceSelectVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class StartEvolutionChoiceEffectVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class StartEvolutionTargetFocusVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class StartPickCardVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class StartPlaySpellVfx : StartPickCardVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class StartSkillSelectVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class StartSummonCardVfx : StartPickCardVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class StopArrowMoveVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class StopEvolutionChoiceEffectVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class StopEvolutionTargetFocasVfx : VfxBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { public partial class StoryStarter : global::Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.ProcessingBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { public partial class SubChapterSelectionDialogDisplay : global::Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.ProcessingBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { public partial class SummaryDialogDisplay : global::Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.ProcessingBase { } }
namespace Wizard.Battle.View.Vfx { public partial class SummonCardPreperationVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class SummonCardShakeCameraVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class SummonUnitOverflowVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class SummonUnitVfx : SequentialVfxPlayer { } }
namespace Wizard.UI.Common { public partial class TabList : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class ThinkIconHideVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class TurnStartEvolveVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.Tutorial { public partial class TutorialBattleMgrBase : BattleManagerBase { } }
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { public partial class TutorialStoryStarter : global::Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.ProcessingBase { } }
namespace Wizard.Battle.View { public partial class UnitBattleCardView : BattleCardView { } }
namespace Wizard.Battle.View.Vfx { public partial class UnitCardVfxCreator : CardVfxCreatorBase { } }
namespace Wizard.Battle.View.Vfx { public partial class UpdateEpVfx : VfxBase { } }
namespace Wizard.Battle.UI { public partial class VampireInfomationUI : ClassInfomationUIBase { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitCallbackVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitEventVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitLoadEffectAndSetSeVfx : WaitLoadEffectVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitLoadEffectVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitLoadResourceVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class WaitLoadVoiceResourceVfx : WaitLoadResourceVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class WhenPlaySkillActivationVfx : SequentialVfxPlayer { } }
namespace Wizard.Battle.UI { public partial class WitchInfomationUI : ClassInfomationUIBase { } }