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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@@ -11,6 +11,9 @@ namespace Wizard.Battle.View
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public partial class BattleCardView
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{
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// BuildInfo (14-arg ctor + members) provided by Generated/BattleCardView_BuildInfo.g.cs
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// Parameterless ctor lets the no-op subclass hand stubs (ClassBattleCardViewBase,
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// NullBattleCardView) and any non-chaining stub satisfy their implicit base() call.
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public BattleCardView() { }
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public BattleCardView(BuildInfo buildInfo) { }
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// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
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public virtual UnityEngine.GameObject GameObject { get; protected set; }
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