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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SVSim.BattleEngine/Shim/Generated/BattleEnemyView.g.cs
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SVSim.BattleEngine/Shim/Generated/BattleEnemyView.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\BattleEnemyView.cs
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View
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{
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public partial class BattleEnemyView
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{
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protected string HandDeckObjectName { get; set; }
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protected string InPlayCardObjectName { get; set; }
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protected string CemeteryObjectName { get; set; }
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protected string BanishObjectName { get; set; }
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public EnemyChoiceBraveButtonUI EnemyChoiceBraveButtonUI { get; set; }
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public Transform ChoiceBraveButtonTransform { get; set; }
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public bool IsShowCantChoiceBraveText { get; set; }
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public BattleEnemyView(BattleEnemy battlePlayer) { }
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public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
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public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void RegisterPlayCard(BattleCardBase actCard) { }
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public void DisableSettingFlag() { }
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public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
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public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private void FloatCardUpwardsDuringAttack(IBattleCardView cardInvolvedInAttack, float timeToReachTopPosition) { }
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public VfxBase UpdateHandsSelectState(bool isSelecting) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public bool IsTouchable() => default!;
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public void SetTouchable(bool enable) { }
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public void ClearPlayQueue() { }
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public void ShowCommonPanel() { }
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protected AttackSelectControl CreateAttackSelectControl() => default!;
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protected HandViewBase CreateHandView(GameObject gameObject) => default!;
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protected PlayQueueViewBase CreatePlayQueueView() => default!;
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protected InPlayViewBase CreateInPlayView(GameObject gameObject) => default!;
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public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void ShowChoiceBraveButton(bool isNewReplay) { }
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public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
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public void HideChoiceBraveButton() { }
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public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
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public void HideChoiceBraveButtonPulsateEffect() { }
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public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public Vector3 GetBPLabelPosition() => default!;
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}
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}
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