feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/ task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/ PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch watch/replay closure types stubbed. Copied 8 more closure files. CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor + member-level), 0 structural. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
17
SVSim.BattleEngine/Shim/Generated/DeckUpdateTask.g.cs
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17
SVSim.BattleEngine/Shim/Generated/DeckUpdateTask.g.cs
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@@ -0,0 +1,17 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard\DeckUpdateTask.cs
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namespace Wizard
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{
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public partial class DeckUpdateTask
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{
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public partial class DeckUpdateTaskParam { }
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public partial class DeckUpdateTaskParamWithSubClass { }
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private const int IS_DECK_DELETE_OFF = 0;
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private const int IS_DECK_DELETE_ON = 1;
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private Format _updateDeckFormat;
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public AchievedInfo AchievedInfo { get; set; }
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public DeckUpdateTask() { }
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public void SetParameter(int deck_no, int class_id, int leader_skin_id, bool isRandomLeaderSkin, int[] leaderSkinIdList, long sleeve_id, string deck_name, bool is_delete, int[] card_id_array, Format format, string myRotationId) { }
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public void SetParameterWithSubClass(int deckNo, int classId, int subClassId, int leaderSkinId, bool isRandomLeaderSkin, int[] leaderSkinIdList, long sleeveId, string deckName, bool isDelete, int[] cardIdArray, Format format) { }
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protected int Parse() => default!;
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}
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}
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@@ -0,0 +1,38 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\EvolutionTouchProcessor.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.Resource;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Touch
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{
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public partial class EvolutionTouchProcessor
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{
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private readonly BattleManagerBase _battleMgr;
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private readonly BattlePlayer _battlePlayer;
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private readonly IEnumerable<BattleCardBase> _targetCards;
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private GameObject _lastFocusedObject;
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private BattleCardBase _lastFocusedCard;
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private InputMgr _inputMgr;
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private IBattleResourceMgr _resourceMgr;
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private bool _isForceEnd;
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private bool _isDetailPanelEvolution;
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public Func<VfxBase> OnAfterEvolveDragSelect;
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private bool _stopSelectFlag;
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private List<SkillBase> _selectSkills;
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private readonly Prediction _prediction;
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private readonly Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> _getSkillTargetSelectTouchProcessorFunc;
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public EvolutionTouchProcessor(BattleManagerBase battleMgr, InputMgr inputMgr, IBattleResourceMgr resourceMgr, bool inDetailPanelEvolution, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc, Prediction prediction) { }
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public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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protected VfxBase CreateEvolutionSelectEndVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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private BattleCardBase GetBattleCardFromObject(GameObject cardObject) => default!;
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public virtual VfxBase ShowEvolutionMessage() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public virtual bool CheckIsEnd() => default!;
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public void SetStopSelectFlag() { }
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}
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}
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40
SVSim.BattleEngine/Shim/Generated/LoadingViewManager.g.cs
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40
SVSim.BattleEngine/Shim/Generated/LoadingViewManager.g.cs
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@@ -0,0 +1,40 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard\LoadingViewManager.cs
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using Cute;
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using UnityEngine;
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namespace Wizard
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{
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public partial class LoadingViewManager
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{
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private LoadingInScene _lodingInSceneObj;
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private bool _loadingInSceneForce;
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private bool _loadingInSceneCenterForce;
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private LoadingInScene _lodingInSceneCenterObj;
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private LoadingInScene _lodingInSceneMatchingObj;
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private LoadingInScene _lodingInSceneBattleObj;
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private LoadingBase _loadingInDownLoad;
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private LoadingInScene _loadingInNetworkOffline;
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private GameObject _bgDownloadInfo;
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private int _loadingCnt;
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private const float LOADINGINSCENE_ALPHA = 1f;
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private const float LOADINGINSCENE_PANELFADEINDUR = 0.1f;
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public bool IsLoadingScene { get; set; }
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public void CreateResourceDownload(LoadingDownLoad.eType Type) { }
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public void FadeOutResourceDownload() { }
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public void CloseResourceDownload() { }
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public bool IsOpenAny() => default!;
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public bool IsEnableInSceneCenterObj() => default!;
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public void CreateInScene(bool notBlack = false, bool notCollider = false, bool force = true, int playIndex = -1) { }
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public void CloseInScene(bool force = true) { }
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public LoadingInScene CreateInSceneMatching(bool notBlack = false, bool notCollider = false) => default!;
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public LoadingInScene CloseInSceneMatching() => default!;
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public LoadingInScene CreateInSceneBattle(bool notBlack = false, bool notCollider = false) => default!;
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public LoadingInScene CloseInSceneBattle() => default!;
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public void CreateInSceneCenter(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
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public void CloseInSceneCenter(bool force = true, bool disableCollider = false) { }
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public void CreateInSceneNetworkOffline() { }
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public void CloseInSceneNotNetwork() { }
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public void CreateBackgroundDownloadInfo() { }
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public void DestroyBackgroundDownloadInfo() { }
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public void UpdateLoadingNum(int percent) { }
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}
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}
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19
SVSim.BattleEngine/Shim/Generated/MyPageTask.g.cs
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19
SVSim.BattleEngine/Shim/Generated/MyPageTask.g.cs
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@@ -0,0 +1,19 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard\MyPageTask.cs
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using System;
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using System.Collections.Generic;
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using Cute;
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using LitJson;
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using UnityEngine;
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using Wizard.Lottery;
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namespace Wizard
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{
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public partial class MyPageTask
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{
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public partial class MyPageTaskParam { }
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private const string MAINTENANCE_TIME_KEY = "maintenance_time";
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public MyPageTask() { }
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public void SetParameter() { }
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protected int Parse() => default!;
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private void ShowNotification(JsonData responseData) { }
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}
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}
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12
SVSim.BattleEngine/Shim/Generated/NonDialogPopup.g.cs
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12
SVSim.BattleEngine/Shim/Generated/NonDialogPopup.g.cs
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@@ -0,0 +1,12 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\NonDialogPopup.cs
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using System;
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using UnityEngine;
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namespace Wizard.Battle.View
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{
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public partial class NonDialogPopup
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{
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public Action OnClose;
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public virtual void Close() { }
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private void OnDestroy() { }
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}
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}
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@@ -0,0 +1,126 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\PlayerControllerForWatching.cs
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using System;
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using System.Collections;
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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 LitJson;
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using UnityEngine;
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using Wizard.ErrorDialog;
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using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForWatching
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{
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public partial struct TwoPickChoice { }
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public enum SEND_PARAMETER
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{
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InitWatch,
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Watch,
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GetDeck,
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users,
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wSeq,
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pRSeq
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}
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public enum STATE
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{
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INIT = -1,
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PREPARATION = 200,
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READY = 201,
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LOAD = 202,
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LOADEND = 310,
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BATTLE = 400,
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MAX = 400
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}
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private const float WATCH_INTERVAL = 2f;
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private const float ADMIN_WATCH_INTERVAL = 0.2f;
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private const int LOADING_TIMER = 30;
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protected const int ROOM_TIME_OUT = 30;
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private const float INIT_WATCH_TIME_OUT_MILLI_SECOND = 15f;
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public const string MULTI_DECK_KEY_REMATCH = "MultiDeckRematch";
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private bool _isBattleWatchStart;
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private bool isExistBattle;
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private bool isEmitEnterRoom;
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private NetworkWatchBattleMgr _networkBattleMgr;
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private WatchDataHandler _watchDataHandler;
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private Coroutine _coroutineBeforeBattle;
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private float _constWaitTime;
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private Coroutine _timeOutCoroutine;
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private Coroutine _timeOutResultCoroutine;
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private int _currentState;
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private float _roomTimeOutCounter;
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protected bool _isTimeOutSelf;
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private float _watchEmitInterval;
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private bool _receivedBattleInfo;
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private bool resetSeq;
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public TwoPickWatchData TwoPickData;
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public bool isRoomEmitWait;
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private int _leaveCountOwner;
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private int _leaveCountGuest;
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private List<int> _saveTwoPickDeck;
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private List<TwoPickCardSelectBase.PICK_SIDE> _selectPickSide;
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public bool IsReceivedInitWatch { get; set; }
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public int SeqenceNo { get; set; }
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public bool IsExistBattleReceiver { get; set; }
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public PlayerControllerForWatching(Player target, RoomConnectController room) { }
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public void ResetWatchHandler() { }
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public void ResetReceiveEvent() { }
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public int GetCurrentState() => default!;
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private IEnumerator StartWatch() => default!;
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private Dictionary<string, object> CreateInitWatchData() => default!;
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public void Init(bool isRecovery) { }
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public void EnterRoomBattleServer() { }
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public void InitilizeRoomBattleServer(string roomId) { }
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public void EnterRoomServer(string roomId) { }
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private void OnSuccessWatchRoom(RoomBattleWatchTaskBase task, string roomId) { }
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public void SetupUserInfo(RoomBattleWatchTaskBase.UserInfo receiveData, Player player) { }
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private new void ConnectAPI(BaseTask task, Action callback) { }
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private void ServerError(int in_ErrorNo) { }
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public void OnGatheringError(int resultCode, UIManager.ViewScene scene) { }
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public void OnGatheringError(string title, string text, UIManager.ViewScene scene) { }
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private void ChangeViewScene(UIManager.ViewScene scene) { }
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public void OnReceived(Dictionary<string, object> received) { }
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public void ReceiveLeaveCount(Dictionary<string, object> received) { }
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public void ReceiveWaitTime(float waitTime) { }
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public void ReceiveBanDeckDecide(Dictionary<string, object> received, bool enableEventCall) { }
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public static bool IsChangeDeckList(List<DeckData> oldDeckData, List<DeckData> newDeckData) => default!;
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public void ReceiveInitWatchDeckList(Dictionary<string, object> received, bool enableEventCall) { }
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private void ReceivedWatch(Dictionary<string, object> received) { }
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public void ReceiveOpponentBeginCreateDeck() { }
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public void ReceiveTwoPickBeginCreateDeck(Dictionary<string, object> getData) { }
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public void ReceiveTwoPickSelectClass(Dictionary<string, object> getData) { }
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private void ReceivedGetDeck(Dictionary<string, object> received) { }
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private void StartTimeOut(int timer) { }
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private void StopTimeOut() { }
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private void StartResultTimeOut(int timer) { }
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private void StopResultTimeOut() { }
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private IEnumerator StartTimeOutCorutine(int timer) => default!;
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private void ShowErrorDialog() { }
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private void ReturnScene() { }
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private void ChangeScene() { }
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private IEnumerator BattleEndCoroutin(Action callback) => default!;
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private IEnumerator WaitTillBattleCreate() => default!;
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private int DecideFirstUser(int id) => default!;
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private bool isOwner(int id) => default!;
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private void ParseWatchData(Dictionary<string, object> received, out int state) { state = default!; }
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private void ParseLeaveCount(Dictionary<string, object> received, int state, bool anyEntry) { }
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public TwoPickCardSelectBase.PICK_SIDE GetTwoPickSelectSide(int pickTurn) => default!;
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private void ParseTwoPickSelectCard(Dictionary<string, object> getData) { }
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private void Receive2PickSelectCardInfo(Dictionary<string, object> deckInfo) { }
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public void Receive2PickSelectCardSet(Dictionary<string, object> getData) { }
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public void Receive2PickDeckInfo(Dictionary<string, object> deckInfo) { }
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public void ReceiveDraftDeckCreate(Dictionary<string, object> draftDeck) { }
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private void Convert2PickDeckData(Dictionary<string, object> draftDeck, out List<int> classId, out List<int> skinId, out List<int>[] tempCardIdList) { classId = default!; skinId = default!; tempCardIdList = default!; }
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protected void TwoPickCandidateCardSet(Dictionary<string, object> inGetData) { }
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public void TwoPickReset() { }
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public void ReceiveTwoPickSelectedCardNumber(Dictionary<string, object> getData) { }
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public void ReceiveRoomNotify(Dictionary<string, object> getData) { }
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public void ReceiveChatStamp(Dictionary<string, object> getData) { }
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protected void TwoPickDeckReset() { }
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public void ReceiveDeckEntry(Dictionary<string, object> getData) { }
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public void ReceiveRematch() { }
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public void CreateRoomServer(RoomConnectController room) { }
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public void EmitGetDeck(int viewerId) { }
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public void OnLeaveGuest() { }
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}
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}
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29
SVSim.BattleEngine/Shim/Generated/ReplayController.g.cs
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29
SVSim.BattleEngine/Shim/Generated/ReplayController.g.cs
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@@ -0,0 +1,29 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Replay\ReplayController.cs
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using System.Collections;
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using System.Collections.Generic;
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using Wizard.RoomMatch;
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namespace Wizard.Replay
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{
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public partial class ReplayController
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{
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private NetworkReplayBattleMgr _networkBattleMgr;
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private float _constWaitTime;
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private Player OwnTarget;
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private Player OppoTarget;
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private Dictionary<string, object> ReplayLog;
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private Matching _matching;
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public ReplayDataHandler _replayDataHandler { get; set; }
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public static void StartPlayReplay(ReplayInfoItem replayInfo, UIManager.ViewScene backScene, UIManager.ChangeViewSceneParam backSceneParam = null) { }
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public static void StartPlayReplay(UIManager.ViewScene backScene, UIManager.ChangeViewSceneParam backSceneParam = null, bool isNewReplay = false, string battleId = "") { }
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private ReplayController(bool isNewReplay, string battleId) { }
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private IEnumerator SetUpBattle(bool isNewReplay, string battleId) => default!;
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private void SetupUserInfo(RoomBattleWatchTaskBase.UserInfo reveive, Player player) { }
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private void SetupReplayData(bool isNewReplay, string battleId) { }
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private IEnumerator WaitTillBattleCreate(bool isNewReplay, string battleId) => default!;
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private void OnReplayReady() { }
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private int DecideFirstUser(int id) => default!;
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private bool IsOwner(int id) => default!;
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private void ParseReplayData() { }
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private Dictionary<string, object> ParseData(Player player) => default!;
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}
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}
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@@ -0,0 +1,27 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story.ChapterSelection\StoryChapterSelectionUtility.cs
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using System.Collections;
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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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namespace Wizard.Story.ChapterSelection
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{
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public partial class StoryChapterSelectionUtility
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{
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public static TopBar CreateTopBar(GameObject parent, SelectedStoryInfo storyInfo, UIManager.ChangeViewSceneParam changeViewSceneParam, int sortingOrder) => default!;
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public static UIManager.ViewScene GetBackScene(SelectedStoryInfo storyInfo) => default!;
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public static TitlePanelBase CreateTitlePanel(GameObject parent, CharaInfoPanel charaInfoPrefab, SectionInfoPanel sectionInfoPrefab, SelectedStoryInfo storyInfo) => default!;
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private static TitlePanelBase CreateCharaInfoPanel(GameObject parent, CharaInfoPanel prefab, int charaId) => default!;
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private static TitlePanelBase CreateSectionInfoPanel(GameObject parent, SectionInfoPanel prefab, string sectionName) => default!;
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public static AreaSelInfo CreateChapterRewardPanel(GameObject parent, AreaSelInfo prefab) => default!;
|
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public static IEnumerator StoryInfoTaskCoroutine(SelectedStoryInfo storyInfo) => default!;
|
||||
public static IEnumerator LoadAiMasterCoroutine(IReadOnlyList<StoryChapterData> chapterDatas) => default!;
|
||||
private static List<AICsvLoadingInfo> GetAiMasterLoadInfos(IReadOnlyList<StoryChapterData> chapterDatas) => default!;
|
||||
public static void RegisterMaintenanceChapters(IReadOnlyList<StoryChapterData> chapterDatas) { }
|
||||
private static void RegisterMaintenanceChapter(StoryChapterData chapterData) { }
|
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private static bool IsMaintenanceChapter(StoryChapterData chapterData) => default!;
|
||||
private static bool IsMaintenanceAiDeck(int aiId) => default!;
|
||||
public static void RegisterStoryBattleDeck(DeckData deck) { }
|
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public static void RegisterStoryBattleData(BattleSettingData data) { }
|
||||
}
|
||||
}
|
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43
SVSim.BattleEngine/Shim/Generated/WatchDataHandler.g.cs
Normal file
43
SVSim.BattleEngine/Shim/Generated/WatchDataHandler.g.cs
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@@ -0,0 +1,43 @@
|
||||
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\WatchDataHandler.cs
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
namespace Wizard.RoomMatch
|
||||
{
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||||
public partial class WatchDataHandler
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||||
{
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protected bool isEmitEnterRoom;
|
||||
protected NetworkWatchBattleMgr _networkBattleMgr;
|
||||
protected RoomConnectController _room;
|
||||
private PlayerControllerForWatching _controllerForWatching;
|
||||
protected StockReceiveMgr stockReceiveMessageMgr;
|
||||
protected bool _isNewReplay;
|
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protected string _battleId;
|
||||
protected Coroutine _coroutineInBattle;
|
||||
protected const string DATA_PARAM_VID = "vid";
|
||||
protected const string DATA_PARAM_URI = "uri";
|
||||
protected const string DATA_PARAM_TIME = "time";
|
||||
protected const string DATA_PARAM_TYPE = "type";
|
||||
protected const string DATA_PARAM_VALUE = "value";
|
||||
protected const string DATA_PARAM_CHAT_STAMP = "chatStamp";
|
||||
protected float ConstWaitTime;
|
||||
private bool isFirstSeqSetting;
|
||||
public int receivedMaxSequenceNum { get; set; }
|
||||
public bool IsSetFirstCards { get; set; }
|
||||
public WatchDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay = false, string battleId = "") { }
|
||||
protected virtual void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
|
||||
public virtual void Stop() { }
|
||||
protected virtual void CheckConnection() { }
|
||||
public void OnBattleReceived(Dictionary<string, object> received) { }
|
||||
protected virtual void ParseBattleWatchData(Dictionary<string, object> received) { }
|
||||
private void SetFirstCardsFromDeal(Dictionary<string, object> received) { }
|
||||
protected bool IsBattleData(Dictionary<string, object> data) => default!;
|
||||
public int GetWatchSequenceNum() => default!;
|
||||
public int GetCurrentSequenceNumber() => default!;
|
||||
public bool IsIncludedUri(string uri) => default!;
|
||||
protected virtual IEnumerator StockDataPlayer() => default!;
|
||||
protected void NextStockReceive(Dictionary<string, object> frontData, bool isUpdateSequence = true) { }
|
||||
public bool isOwner(string idStr) => default!;
|
||||
}
|
||||
}
|
||||
@@ -35,6 +35,7 @@ namespace Wizard.Battle.View.Vfx { public partial class DeckOutWinVfx : Sequenti
|
||||
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class DeckSelectionConfirmDialogDisplay : ProcessingBase { } }
|
||||
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public partial class DeckSelectionDialogDisplay : ProcessingBase { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class DeckSelfSummonVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard { public partial class DeckUpdateTask : BaseTask { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class DefaultOpeningVfx : OpeningVfx { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class DelaySetupVfx : VfxBase { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class DestroyVfx : VfxWithLoadingSequential { } }
|
||||
@@ -82,10 +83,12 @@ namespace Wizard.Battle.View.Vfx { public partial class MetamorphoseHandCardVfx
|
||||
namespace Wizard.Battle.View.Vfx { public partial class MetamorphoseInPlayCardVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class MoveToDeckVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class MulliganEndVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard { public partial class MyPageTask : BaseTask { } }
|
||||
namespace Wizard.Battle.UI { public partial class MyRotationBonusItem : MonoBehaviour { } }
|
||||
namespace Wizard.Battle.UI { public partial class NecromanceInfomationUI : ClassInfomationUIBase { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class NecromanceSkillActivationVfx : LoadAndPlayEffectVfx { } }
|
||||
namespace Wizard.Battle.UI { public partial class NemesisInfomationUI : ClassInfomationUIBase { } }
|
||||
namespace Wizard.Battle.View { public partial class NonDialogPopup : MonoBehaviour { } }
|
||||
namespace Wizard.Battle.View { public partial class NullClassBattleCardView : NullBattleCardView { } }
|
||||
namespace Wizard.Battle.View { public partial class NullEnemyBattleView : BattleEnemyView { } }
|
||||
namespace Wizard.Battle.View { public partial class NullFieldBattleCardView : FieldBattleCardView { } }
|
||||
@@ -105,6 +108,7 @@ namespace Wizard.Battle.View.Vfx { public partial class PlayerAndEnemyReadyVfx :
|
||||
namespace Wizard.Battle.View { public partial class PlayerClassBattleCardView : ClassBattleCardViewBase { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class PlayerClassCardVfxCreator : ClassCardVfxCreatorBase { } }
|
||||
namespace Wizard.RoomMatch { public partial class PlayerControllerForOwn : PlayerController { } }
|
||||
namespace Wizard.RoomMatch { public partial class PlayerControllerForWatching : PlayerController { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class PlayerDeckOutVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class PlayerDrawCardVfx : SequentialVfxPlayer { } }
|
||||
namespace Wizard.Battle.View.Vfx { public partial class PlayerEndDrawVfx : SequentialVfxPlayer { } }
|
||||
|
||||
Reference in New Issue
Block a user