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 NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface).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>
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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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