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/RoyalInfomationUI.g.cs
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SVSim.BattleEngine/Shim/Generated/RoyalInfomationUI.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\RoyalInfomationUI.cs
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using System.Collections.Generic;
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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.UI
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{
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public partial class RoyalInfomationUI
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{
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private static readonly Vector3 ICON_POS_INHAND;
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private static readonly Vector3 ICON_POS_INPLAY;
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private static string ROYAL_ICON_PARENT;
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private static readonly Vector3 ICON_SCALE;
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private static readonly Vector3 ICON_SCALE_SMALL;
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private static readonly Vector3 ICON_SCALE_IN_HAND;
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private static readonly Vector3 ICON_SCALE_SMALL_IN_HAND;
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private static readonly Vector3 ICON_MARGIN;
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private static readonly Vector3 ICON_MARGIN_SMALL;
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private static readonly Vector3 ICON_MARGIN_IN_HAND;
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private static readonly Vector3 ICON_MARGIN_SMALL_IN_HAND;
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private static readonly Vector3 ICON_OFFSET_SMALL;
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private static readonly Vector3 ICON_OFFSET_IN_HAND;
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private new BattlePlayerBase _player;
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public RoyalInfomationUI(BattlePlayerBase battlePlayerBase, IBattlePlayerView battlePlayerView, int orderCount, int totalInfoNum) { }
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public void ShowInfomation(bool playEffect) { }
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public void HideInfomation() { }
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public void HideAllInfomation() { }
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public void HideOtherInfomation() { }
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protected void ShowAlert() { }
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protected void HideAlert() { }
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public VfxBase LoadResources(Transform parent, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void SetUpEvent(BattlePlayerBase player) { }
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public void Recovery() { }
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private void InitIconTrans(GameObject iconParent, int handIndex) { }
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private void ShowIcon() { }
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private void HideIcon() { }
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private void HideAllIcon() { }
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private List<GameObject> RoyalIconSpriteChange(List<CardBasePrm.TribeType> tribes, GameObject parentObject) => default!;
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private GameObject ActivateTribeIcon(CardBasePrm.TribeType tribe, GameObject parentObject) => default!;
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private IEnumerable<BattleCardBase> SelectRoyalCard(IEnumerable<BattleCardBase> cardList) => default!;
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}
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}
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