port(m1): wave 7c — SelectionProcessing Parameter + Touch-processor ctors (174->158)
- Generate both SelectionProcessing Parameter classes namespace-aware (full-surface captures the 8-arg Main / 6-arg BattleResult ctors); drop the empty hand stubs. - Add the missing decomp ctors to the 5 empty Touch-processor hand stubs (SetCard/EvolutionSimple/Emotion/ClassBuff/DetailPanel) — compile-only ballast, empty bodies. - Regenerate FusionWaitProcessor.g.cs: it was a stale stub whose ctor had dropped its decomp `: base(...)` initializer; harmless while SetCardProcessor had an implicit default ctor, exposed (CS7036) once the parameterized ctor landed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -13,7 +13,7 @@ public partial class FusionWaitProcessor
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private bool _isOkClicked;
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private CanNotTouchCardVfx _canNotTouchVfx;
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private DialogBase _dialog;
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public FusionWaitProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
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public FusionWaitProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) : base(battleMgr, actCard, selectSkills, prediction, getSkillTargetSelectTouchProcessorFunc) { }
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public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public bool CheckIsEnd() => default!;
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public VfxWith<ITouchProcessor> End() => default!;
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@@ -0,0 +1,30 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult/Parameter.cs
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using System;
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using UnityEngine;
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
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{
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public partial class Parameter
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{
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public MonoBehaviour CoroutineObject { get; set; }
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public SelectedStoryInfo SelectedStoryInfo { get; set; }
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public Format DeckSelectionDialogDefaultFormat { get; set; }
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public DeckAttributeType DeckSelectionDialogDefaultAttribute { get; set; }
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public Action DeckSelectionDialogCloseCallback { get; set; }
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public Action DeckDecideCallback { get; set; }
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public bool IsPlayVoice { get; set; }
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public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
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public DialogBase DeckSelectionDialog { get; set; }
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public DeckData DeckData { get; set; }
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public ClassCharacterMasterData ChapterCharaData { get; set; }
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public int SectionId { get; set; }
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public int? SectionCharaId { get; set; }
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public int? SectionClassId { get; set; }
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public StoryChapterData ChapterData { get; set; }
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public string ChapterId { get; set; }
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public int? SubChapterId { get; set; }
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public int ChapterCharaId { get; set; }
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public int ChapterClassId { get; set; }
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public ClassCharacterMasterData CharaDataSelectedInSummaryDialog { get; set; }
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public Parameter(MonoBehaviour coroutineObject, SelectedStoryInfo selectedStoryInfo, Format deckSelectionDialogDefaultFormat, DeckAttributeType deckSelectionDialogDefaultAttribute, Action deckSelectionDialogCloseCallback, Action deckDecideCallback) { }
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}
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}
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@@ -0,0 +1,33 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Story.ChapterSelection.SelectionProcessing.Main/Parameter.cs
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using UnityEngine;
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
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{
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public partial class Parameter
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{
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public MonoBehaviour CoroutineObject { get; set; }
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public CommonPrefabContainer CommonPrefabContainer { get; set; }
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public ScenarioSummary ScenarioSummary { get; set; }
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public SelectedStoryInfo SelectedStoryInfo { get; set; }
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public StoryChapterData ChapterData { get; set; }
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public int ReleasedChapterNum { get; set; }
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public int? ReplayChapterIndex { get; set; }
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public string[] UnlockedSelections { get; set; }
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public DialogBase SubChapterSelectionDialog { get; set; }
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public int? SubChapterId { get; set; }
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public bool? IsPlayVoice { get; set; }
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public ClassCharacterMasterData CharaDataSelectedInSummaryDialog { get; set; }
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public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
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public DialogBase DeckSelectionDialog { get; set; }
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public DeckData DeckData { get; set; }
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public ClassCharacterMasterData ChapterCharaData { get; set; }
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public StoryEntranceType StoryEntranceType { get; set; }
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public StorySectionData SectionData { get; set; }
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public int SectionId { get; set; }
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public int? SectionCharaId { get; set; }
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public int? SectionClassId { get; set; }
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public string ChapterId { get; set; }
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public int? ChapterCharaId { get; set; }
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public int? ChapterClassId { get; set; }
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public Parameter(MonoBehaviour coroutineObject, CommonPrefabContainer commonPrefabContainer, ScenarioSummary scenarioSummary, SelectedStoryInfo selectedStoryInfo, StoryChapterData chapterData, int releasedChapterNum, string[] unlockedSelections, int? replayChapterIndex) { }
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}
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}
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@@ -95,7 +95,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
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IProcessing NextProcessing { get; set; }
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void Execute(Parameter param);
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}
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public class Parameter { }
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// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
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}
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namespace Wizard.RoomMatch
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@@ -23,7 +23,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
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IProcessing NextProcessing { get; set; }
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void Execute(Parameter param);
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}
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public class Parameter { }
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// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
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}
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namespace Wizard.UIFriend
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@@ -3,8 +3,12 @@
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// CS0535), but copied battle code converts these processors to ITouchProcessor
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// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
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// resolution path — these are compile-only ballast, so the members are no-ops.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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using Wizard.Battle.Player.Emotion;
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using Wizard.Battle.Resource;
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namespace Wizard.Battle.Touch
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{
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@@ -28,6 +32,7 @@ namespace Wizard.Battle.Touch
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}
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public partial class SetCardProcessor : ITouchProcessor
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{
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public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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@@ -35,6 +40,7 @@ namespace Wizard.Battle.Touch
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}
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public partial class EvolutionSimpleProcessor : ITouchProcessor
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{
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public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List<SkillBase> selectSkills, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func<VfxBase> onStartEvolveSkillTargetSelect = null) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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@@ -42,6 +48,7 @@ namespace Wizard.Battle.Touch
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}
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public partial class EmotionTouchProcessor : ITouchProcessor
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{
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public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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@@ -49,6 +56,7 @@ namespace Wizard.Battle.Touch
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}
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public partial class ClassBuffTouchProcessor : ITouchProcessor
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{
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public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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@@ -58,6 +66,7 @@ namespace Wizard.Battle.Touch
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// the base, so supply the interface members directly like the other empty stubs.
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public partial class DetailPanelTouchProcessor : ITouchProcessor
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{
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public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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