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>
This commit is contained in:
gamer147
2026-06-06 00:38:58 -04:00
parent 38ab33a765
commit 57f1f0c25e
6 changed files with 75 additions and 3 deletions

View File

@@ -13,7 +13,7 @@ public partial class FusionWaitProcessor
private bool _isOkClicked;
private CanNotTouchCardVfx _canNotTouchVfx;
private DialogBase _dialog;
public FusionWaitProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
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) { }
public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public bool CheckIsEnd() => default!;
public VfxWith<ITouchProcessor> End() => default!;

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@@ -0,0 +1,30 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult/Parameter.cs
using System;
using UnityEngine;
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
{
public partial class Parameter
{
public MonoBehaviour CoroutineObject { get; set; }
public SelectedStoryInfo SelectedStoryInfo { get; set; }
public Format DeckSelectionDialogDefaultFormat { get; set; }
public DeckAttributeType DeckSelectionDialogDefaultAttribute { get; set; }
public Action DeckSelectionDialogCloseCallback { get; set; }
public Action DeckDecideCallback { get; set; }
public bool IsPlayVoice { get; set; }
public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
public DialogBase DeckSelectionDialog { get; set; }
public DeckData DeckData { get; set; }
public ClassCharacterMasterData ChapterCharaData { get; set; }
public int SectionId { get; set; }
public int? SectionCharaId { get; set; }
public int? SectionClassId { get; set; }
public StoryChapterData ChapterData { get; set; }
public string ChapterId { get; set; }
public int? SubChapterId { get; set; }
public int ChapterCharaId { get; set; }
public int ChapterClassId { get; set; }
public ClassCharacterMasterData CharaDataSelectedInSummaryDialog { get; set; }
public Parameter(MonoBehaviour coroutineObject, SelectedStoryInfo selectedStoryInfo, Format deckSelectionDialogDefaultFormat, DeckAttributeType deckSelectionDialogDefaultAttribute, Action deckSelectionDialogCloseCallback, Action deckDecideCallback) { }
}
}

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@@ -0,0 +1,33 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Story.ChapterSelection.SelectionProcessing.Main/Parameter.cs
using UnityEngine;
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
{
public partial class Parameter
{
public MonoBehaviour CoroutineObject { get; set; }
public CommonPrefabContainer CommonPrefabContainer { get; set; }
public ScenarioSummary ScenarioSummary { get; set; }
public SelectedStoryInfo SelectedStoryInfo { get; set; }
public StoryChapterData ChapterData { get; set; }
public int ReleasedChapterNum { get; set; }
public int? ReplayChapterIndex { get; set; }
public string[] UnlockedSelections { get; set; }
public DialogBase SubChapterSelectionDialog { get; set; }
public int? SubChapterId { get; set; }
public bool? IsPlayVoice { get; set; }
public ClassCharacterMasterData CharaDataSelectedInSummaryDialog { get; set; }
public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
public DialogBase DeckSelectionDialog { get; set; }
public DeckData DeckData { get; set; }
public ClassCharacterMasterData ChapterCharaData { get; set; }
public StoryEntranceType StoryEntranceType { get; set; }
public StorySectionData SectionData { get; set; }
public int SectionId { get; set; }
public int? SectionCharaId { get; set; }
public int? SectionClassId { get; set; }
public string ChapterId { get; set; }
public int? ChapterCharaId { get; set; }
public int? ChapterClassId { get; set; }
public Parameter(MonoBehaviour coroutineObject, CommonPrefabContainer commonPrefabContainer, ScenarioSummary scenarioSummary, SelectedStoryInfo selectedStoryInfo, StoryChapterData chapterData, int releasedChapterNum, string[] unlockedSelections, int? replayChapterIndex) { }
}
}

View File

@@ -95,7 +95,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
IProcessing NextProcessing { get; set; }
void Execute(Parameter param);
}
public class Parameter { }
// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
}
namespace Wizard.RoomMatch

View File

@@ -23,7 +23,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
IProcessing NextProcessing { get; set; }
void Execute(Parameter param);
}
public class Parameter { }
// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
}
namespace Wizard.UIFriend

View File

@@ -3,8 +3,12 @@
// CS0535), but copied battle code converts these processors to ITouchProcessor
// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
// resolution path — these are compile-only ballast, so the members are no-ops.
using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
using Wizard.Battle.Player.Emotion;
using Wizard.Battle.Resource;
namespace Wizard.Battle.Touch
{
@@ -28,6 +32,7 @@ namespace Wizard.Battle.Touch
}
public partial class SetCardProcessor : ITouchProcessor
{
public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
@@ -35,6 +40,7 @@ namespace Wizard.Battle.Touch
}
public partial class EvolutionSimpleProcessor : ITouchProcessor
{
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) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
@@ -42,6 +48,7 @@ namespace Wizard.Battle.Touch
}
public partial class EmotionTouchProcessor : ITouchProcessor
{
public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
@@ -49,6 +56,7 @@ namespace Wizard.Battle.Touch
}
public partial class ClassBuffTouchProcessor : ITouchProcessor
{
public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
@@ -58,6 +66,7 @@ namespace Wizard.Battle.Touch
// the base, so supply the interface members directly like the other empty stubs.
public partial class DetailPanelTouchProcessor : ITouchProcessor
{
public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;