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 NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface).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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SVSim.BattleEngine/Shim/Generated/LoadingViewManager.g.cs
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SVSim.BattleEngine/Shim/Generated/LoadingViewManager.g.cs
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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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