port(m1): wave 7f — VFX containers / Create factories / dropped event / ctor cascade (112->88)

- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList,
  VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at
  NullVfx.GetInstance() (it called a non-existent NullVfx.Create).
- Static factories: SkillTargetSelectTouchProcessor.Create (10-arg),
  DialogReportToManagement.Create(long).
- Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the
  recurring session-6 gap; generator event-capture fix still pending).
- Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op
  BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy
  their implicit base() call.
- Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 00:49:07 -04:00
parent 981f903504
commit 5c5a58af3c
8 changed files with 33 additions and 3 deletions

View File

@@ -0,0 +1,18 @@
using System.Collections.Generic;
using UnityEngine;
namespace Cute;
public static class ListExtensions
{
public static void FisherYatesShuffle<T>(this List<T> listToShuffle)
{
for (int num = listToShuffle.Count - 1; num > 0; num--)
{
int index = Random.Range(0, num + 1);
T value = listToShuffle[index];
listToShuffle[index] = listToShuffle[num];
listToShuffle[num] = value;
}
}
}