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

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