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/DamageVfx.g.cs
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SVSim.BattleEngine/Shim/Generated/DamageVfx.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\DamageVfx.cs
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using System.Collections;
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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 DamageVfx
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{
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public const int STRONG_DAMAGE_VALUE = 7;
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private const float KNOCKBACK_AMOUNT = 0.1f;
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protected string _effectName { get; set; }
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public DamageVfx(IBattleCardView targetCardView, int damage) { }
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protected Vector3 GetKnockbackDirection(IBattleCardView targetCardView) => default!;
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protected void SetupNumberAnimation(int value) { }
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private IEnumerator KnockbackByDamage(IBattleCardView cardView, float targetLocalY, float moveTime) => default!;
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private float Interp(float[] pts, float t) => default!;
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}
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}
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