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/SkillEvolveVfx.g.cs
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SVSim.BattleEngine/Shim/Generated/SkillEvolveVfx.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillEvolveVfx.cs
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using System;
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using UnityEngine;
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using Wizard.Battle.Resource;
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namespace Wizard.Battle.View.Vfx
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{
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public partial class SkillEvolveVfx
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{
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public partial class SetPostEvolveFrameShaderVfx { }
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private const float TRAIL_TRAJECTORY_ANGLE = 90f;
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private const float SPIN_WAIT_TIME = 0.4f;
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private const float FLASH_SKILL_WAIT_TIME = 0.3f;
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public SkillEvolveVfx(BattleCardBase card, IBattleResourceMgr resourceMgr, Func<GameObject> getEffectObject, BattleCardBase skillOwnerCard, bool evolveMeWhenAttack) { }
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private VfxBase WaitSkillEvolve(BattleCardBase skillOwnerCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase FloatUpVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase TransformationFlashVfx(BattleCardBase card, Func<GameObject> getEffectObject) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase PostEvolveSpinVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private VfxBase FallDownVfx(BattleCardBase card) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public static VfxWith<Func<GameObject>> LoadCardEvolveResources(BattleCardBase evolvedCard, IBattleResourceMgr resourceMgr) => default!;
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}
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}
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