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