feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing- type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less, so override members are stripped via the new --no-override generator flag. SDK/BCL over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/ ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces. Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors, 0 generated/structural errors, now dominated by Unity-type + god-object members. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\AttackTargetSelectTouchProcessor.cs
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Touch
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{
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public partial class AttackTargetSelectTouchProcessor
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{
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private enum MouseState
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{
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Idle,
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MoveHold,
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MoveFree
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}
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private readonly AttackSelectControl _attackSelectControl;
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private readonly IPlayerView _battlePlayerView;
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private readonly Prediction _prediction;
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public bool stopAttack;
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private bool evolve;
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private MouseState _mouseState;
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private Vector2 _positionStart;
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public EvolutionSimpleProcessor EvolutionProcessor { get; set; }
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public AttackTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction) { }
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public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public static bool CheckAttackToUnitNotHasGuardError(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
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private bool AttackTargetSelectable(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
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private bool HasGuardEnemy(BattleCardBase attackCard, BattlePlayerBase battleEnemy) => default!;
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private bool DragToAttack(BattleCardBase targetCard) => default!;
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protected void SetupTouchProcessorEvents() { }
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public bool CheckIsEnd() => default!;
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private bool IsShowAlert() => default!;
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public VfxWith<ITouchProcessor> End() => default!;
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private bool UseEvolutionShortcut() => default!;
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private bool UseDetailShortcut() => default!;
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}
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}
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