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>
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@@ -61,7 +61,7 @@ namespace Wizard.Battle.View.Vfx
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public abstract void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass);
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public static string OpenningLogStep = "";
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public static VfxBase ShowBattleUIImmediatelyVfx(BattlePlayerBase battlePlayerBase, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false) => NullVfx.Create();
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public static VfxBase ShowBattleUIImmediatelyVfx(BattlePlayerBase battlePlayerBase, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false) => NullVfx.GetInstance();
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public class WaitVoiceEndVfx : VfxBase { }
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public class OpeningShowCharacterPanelVfx : SequentialVfxPlayer { }
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