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/ChoiceTouchProcessor.g.cs
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SVSim.BattleEngine/Shim/Generated/ChoiceTouchProcessor.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\ChoiceTouchProcessor.cs
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using System;
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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.UI;
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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 ChoiceTouchProcessor
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{
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protected readonly BattleCardBase _actCard;
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protected readonly InputMgr _inputMgr;
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protected readonly OperateMgr _operateMgr;
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protected readonly BattlePlayer _battlePlayer;
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protected bool _isSelectNow;
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private readonly Prediction _prediction;
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private readonly BattleManagerBase _battleManager;
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private bool _stopFlag;
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protected BattleCardBase _chosenCard;
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private List<SkillBase> _choiceSkills;
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private SkillBase _choiceSkill;
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private List<BattleCardBase> _choiceCards;
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private List<BattleCardBase> _chosenCards;
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private bool _choiceCompleteFlag;
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private bool _isEvolve;
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private BattleCardBase _accelerateCard;
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private BattleUIContainer _battleUIContainer;
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private int _choiceNumber;
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private const float DETAIL_PANEL_SIZE_PERCENT = 90.5f;
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private CanNotTouchCardVfx _canNotTouchCardVfx;
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private Action _onCompleteChoice;
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private bool _isChoiceBrave;
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protected bool IsSelectNow { get; set; }
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public ChoiceTouchProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, Prediction prediction, List<SkillBase> choiceSkills, bool isEvolve, bool isChoiceBrave, BattleCardBase accelerateCard = null) { }
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public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public virtual VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public virtual VfxWith<ITouchProcessor> End() => default!;
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protected ITouchProcessor CreateAfterSelectTouchProcessor(BattleCardBase hasSelectionSkillCard) => default!;
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private void EnableButtons(bool isUpdateEffectAndSprite) { }
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private BattleCardBase GetCardAtMousePosition(Camera camera) => default!;
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private IEnumerable<GameObject> GetTargetCards() => default!;
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public virtual bool CheckIsEnd() => default!;
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protected void EnableTurnEndButton() { }
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private bool UseDetailShortcut() => default!;
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}
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}
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