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/View/StoryWorldStubs.cs
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SVSim.BattleEngine/Shim/View/StoryWorldStubs.cs
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// AUTHORED SHIM (not copied). Non-battle Story / StorySelectionWorld / Profile UI
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// types that the copied engine references only as field/parameter TYPES (never drives
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// headless). Generating them full-surface pulled a large non-battle closure
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// (BackgroundData/StoryWorldData/IResourceHandle/animation managers, etc.); empty
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// no-op stubs in their decomp namespaces resolve the references without the closure.
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namespace Wizard.Story.ChapterSelection.FlowChart { public class BackgroundView { } }
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namespace Wizary.StorySelectionWorld
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{
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public class WorldPanel { }
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public class WorldPanelView { }
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public class SectionButton { }
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public class SectionButtonView { }
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public class StorySelectionWorldScene { }
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}
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namespace Wizard.Scenario2.Resource { public class ResourceManager { } }
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namespace Wizard.UI.Profile
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{
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public class ProfileUI { }
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public class ClassPageItem { }
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}
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namespace Wizard.Story.ChapterSelection
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{
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public class SectionInfoPanel { }
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public class CharaInfoPanel { }
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public class StoryChapterSelectionUtility { }
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}
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