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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131
SVSim.BattleEngine/Shim/Generated/TutorialBattleMgrBase.g.cs
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131
SVSim.BattleEngine/Shim/Generated/TutorialBattleMgrBase.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Tutorial\TutorialBattleMgrBase.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.View;
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using Wizard.Battle.View.Vfx;
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using Wizard.BattleMgr;
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using Wizard.Story;
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namespace Wizard.Battle.Tutorial
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{
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public partial class TutorialBattleMgrBase
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{
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public partial class CustomQueue<T> { }
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public partial class TutorialConstants { }
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protected Queue<TutorialSingleTurnActions> playerActions;
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protected TutorialSingleTurnActions currentTurnActions;
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protected TutorialAction currentAction;
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protected int TutorialPopupCount;
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protected int TutorialImageCount;
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protected List<string> TutorialDownloadPath;
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protected UIButton TutoSkipBtn;
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protected List<Effect> TutoEffectList;
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protected ResourcesManager ResourceMgr;
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public bool wasTutorialMissionFailed;
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private const int REGULAR_TUTORIALS_COUNT = 3;
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private readonly Vector3 tapEffectOffsetFromTurnEndButton;
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private readonly Vector3 tapEffectOffsetFromMulliganSubmitButton;
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private readonly int tapEffectUILayer;
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private readonly int tapEffectBattleLayer;
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private int currentActionNumber;
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private GameObject _dragAndDropObject;
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private UIAnchor _dragAndDropAnchor;
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private UILabel _dragAndDropLabel;
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private DialogBase _dialog;
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private readonly Vector2 _dragAndDropAnchorRelativeOffsetInPlay;
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private readonly Vector2 _dragAndDropAnchorRelativeOffsetMulligan;
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private readonly Color _dragTextTopGradientColor;
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private readonly Color _dragTextBottomGradientColor;
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private readonly Color _dropTextTopGradientColor;
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private readonly Color _dropTextBottomGradientColor;
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protected bool IsStoryTutorial { get; set; }
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protected bool DisableCustomMouse { get; set; }
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public Action OnEnterMulliganAbandonZone { get; set; }
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public Action OnExitMulliganAbandonZone { get; set; }
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public Func<VfxBase> OnMulliganDragSuccess { get; set; }
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public bool IsBattleEnd { get; set; }
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public bool IsUseTutorialSkip { get; set; }
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public int TutorialNumber { get; set; }
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protected int PlayerCharaID { get; set; }
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protected int EnemyCharaID { get; set; }
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protected int EnemyClassID { get; set; }
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public int GetMaxDeckCount(bool isSelf) => default!;
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public TutorialBattleMgrBase(IBattleMgrContentsCreator contentsCreator) { }
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protected virtual TouchControl CreateTouchControl() => default!;
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public IInnerOptionsBuilder CreateEnemyInnerOptionsBuilder() => default!;
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public void StartOpening(int FirstAttack) { }
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public void SetBattleMenuBtnVisibility() { }
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protected void ShowMenuButton() { }
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protected void SetupEvent() { }
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public void SetupBattlePlayersEvent() { }
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protected void AddTutorialEffectToList(Effect effect) { }
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protected void DisableAllTutorialEffects() { }
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public void FinishBattle() { }
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public void DisposeBattleGameObj() { }
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private void LoadTutorialResources(Action callback) { }
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private void StopTutorial() { }
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protected void DisableSkipAndCloseCurrentDialog() { }
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private void CloseCurrentDialog() { }
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public void SetupCardEvent(BattleCardBase card) { }
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protected void SetupInstantEndTurnConditions() { }
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public void SetupEnemyAI() { }
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public virtual bool IsActionTypeExecutable(TutorialAction.ActionType actionTypeToCompare) => default!;
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public virtual bool IsCardSelectableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
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protected virtual bool IsCardTargetableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
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protected void DisplayTutorialPopup(float timeBeforePopupIsDisplayed, Action onCloseAction = null) { }
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protected VfxBase CreateTutorialPopupVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected VfxBase CreateTutorialPopupVfx(float timeBeforePopupIsDisplayed, Action onCloseAction = null) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void DisplayTutorialRewardsPopup(float timeBeforePopupIsDisplayed) { }
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protected VfxBase CreateTutorialRewardsPopupVfx(float timeBeforePopupIsDisplayed) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void SetupStoryAfterWinPopupAction(TutorialAction tutorialAction) { }
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private void OnRequestTutorialFinish() { }
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protected DialogBase CreateTutorialDialog(Action onCloseAction) => default!;
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protected void DisplayNiceAnimation(Vector3 spawnPosition) { }
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private Vector3 ConvertBattleCameraToUICameraCoordinates(Vector3 worldPosition) => default!;
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protected void SetUpWaitAction(TutorialAction TutorialAction) { }
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protected VfxBase WaitActionVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected void SetUpArrowAnimationEvents(TutorialAction tutorialAction, bool setupHandCardEvents = false, EffectMgr.EffectType arrowType = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, float rotationAroundZ = 0f, bool playAfterCurrentAnimationEnds = false) { }
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protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, bool isFingerOverUI = false) { }
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protected void SetupFingerAnimationEventsSetLayer(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, int layer) { }
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protected void SetupFingerReleaseAnimationEvents(TutorialAction tutorialAction, bool useTargetCard1) { }
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protected void ShowArrowAnimation(GameObject fromObject, GameObject toObject = null, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void HideArrowAnimation(GameObject targetObject, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
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protected void ShowFingerAnimation(Vector3 spawnPosition, float rotationAroundZ) { }
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protected Effect ShowFingerAnimation(GameObject objectToFollow) => default!;
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protected void ShowFingerAnimationOnTurnEndButton() { }
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protected void HideFingerAnimation() { }
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protected Effect HideFingerAnimation(GameObject objectBeingFollowed) => default!;
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protected void ShowFingerReleaseAnimation(Vector3 spawnPosition) { }
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protected void ShowFingerReleaseAnimation(GameObject objectToFollow) { }
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protected void HideFingerReleaseAnimation() { }
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protected void HideFingerReleaseAnimation(GameObject objectBeingFollowed) { }
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private void ShowDragText(Vector2 relativeOffsetFromAnchor) { }
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private void ShowDropText(Vector2 relativeOffsetFromAnchor) { }
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private void HideDragAndDropText() { }
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private void ShowDragAndDropText(Vector2 relativeOffsetFromAnchor, string textID, Color topGradient, Color bottomGradient) { }
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protected void SetupSpellSelectEvents(TutorialAction tutorialAction) { }
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protected void SetupEvolveFromDetailPanelEventChain(CustomQueue<TutorialAction> turnActions, int cardID) { }
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protected void SetupEvolveDragArrowEvents(TutorialAction tutorialAction) { }
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protected void SetupMulliganDragArrowEvents(TutorialAction tutorialAction) { }
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protected void SetupMulliganSubmitEvents(TutorialAction tutorialAction) { }
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protected VfxBase ExecuteTutorialAction(TutorialAction.ActionType actionType) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected virtual void ReportSuccessfulActionToServer() { }
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public static void ReportSuccessfulActionToServer(int tutorialStep, int actionNumber) { }
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public virtual void SetupNextTurnActions() { }
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protected virtual VfxBase GetNextTutorialAction() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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protected virtual void SetupTutorialActionEvents() { }
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protected virtual void SetupTutorialInstantEndTurnConditions(Action baseFunctionCall) { }
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public VfxBase SetupInitialHandVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private BattleCardBase CreateInitialHandCard(int cardID, BattlePlayerBase battlePlayerBase) => default!;
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protected virtual List<int> CreateInitialPlayerHand() => default!;
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protected virtual List<int> CreateInitialEnemyHand() => default!;
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protected List<int> CreatePlayerDeck() => default!;
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protected List<int> CreateEnemyDeck() => default!;
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protected virtual Queue<TutorialSingleTurnActions> CreatePlayerActions() => default!;
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protected virtual Queue<TutorialSingleTurnActions> CreateEnemyActions() => default!;
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protected virtual void InitializeDeck() { }
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}
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}
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