diff --git a/SVSim.BattleEngine/Shim/Generated/FusionWaitProcessor.g.cs b/SVSim.BattleEngine/Shim/Generated/FusionWaitProcessor.g.cs index 6709db7..8fc6a9d 100644 --- a/SVSim.BattleEngine/Shim/Generated/FusionWaitProcessor.g.cs +++ b/SVSim.BattleEngine/Shim/Generated/FusionWaitProcessor.g.cs @@ -13,7 +13,7 @@ public partial class FusionWaitProcessor private bool _isOkClicked; private CanNotTouchCardVfx _canNotTouchVfx; private DialogBase _dialog; - public FusionWaitProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List selectSkills, Prediction prediction, Func, List, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { } + public FusionWaitProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List selectSkills, Prediction prediction, Func, List, 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 End() => default!; diff --git a/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.g.cs b/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.g.cs new file mode 100644 index 0000000..cc8f314 --- /dev/null +++ b/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult.g.cs @@ -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) { } +} +} diff --git a/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.Main.g.cs b/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.Main.g.cs new file mode 100644 index 0000000..b0890b7 --- /dev/null +++ b/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.Main.g.cs @@ -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) { } +} +} diff --git a/SVSim.BattleEngine/Shim/View/SettingsUiStubs.cs b/SVSim.BattleEngine/Shim/View/SettingsUiStubs.cs index 5b52a0e..09431ab 100644 --- a/SVSim.BattleEngine/Shim/View/SettingsUiStubs.cs +++ b/SVSim.BattleEngine/Shim/View/SettingsUiStubs.cs @@ -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 diff --git a/SVSim.BattleEngine/Shim/View/StoryTitleStubs.cs b/SVSim.BattleEngine/Shim/View/StoryTitleStubs.cs index b0d9cb3..12c46e8 100644 --- a/SVSim.BattleEngine/Shim/View/StoryTitleStubs.cs +++ b/SVSim.BattleEngine/Shim/View/StoryTitleStubs.cs @@ -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 diff --git a/SVSim.BattleEngine/Shim/View/TouchProcessorIfaces.cs b/SVSim.BattleEngine/Shim/View/TouchProcessorIfaces.cs index 60c0eff..bd5440c 100644 --- a/SVSim.BattleEngine/Shim/View/TouchProcessorIfaces.cs +++ b/SVSim.BattleEngine/Shim/View/TouchProcessorIfaces.cs @@ -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 selectSkills, Prediction prediction, Func, List, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; @@ -35,6 +40,7 @@ namespace Wizard.Battle.Touch } public partial class EvolutionSimpleProcessor : ITouchProcessor { + public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List selectSkills, Func, List, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func onStartEvolveSkillTargetSelect = null) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith 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 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 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 End() => default!;