feat(battle-engine): View/Room/Vfx type wave (5600->4850)

Full-surface stubs for ICardVfxCreator(iface), SelectedStoryInfo, ImageSelection,
IReadOnlyVoiceInfo, RoomConnectController(+InitializeParameter/enums), RoomRuleSetting,
VideoHostingHUD(+HUDMode), TabList, BattleCardView.AttackTargetSelectInfo, ProtectionColorType.
Wired hand shims partial + MonoBehaviour bases; let generated supersede hand-written
nested enums (decomp-authoritative values). SocketManager kept as minimal SDK hand shim.
ClosureStubs for ~14 referenced empties.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 21:33:00 -04:00
parent b47741d2a5
commit 70a2c3e8ed
16 changed files with 632 additions and 19 deletions

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\BattleCardView.cs
using System;
using System.Collections.Generic;
using System.Linq;
using CriWare;
using Cute;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public partial class BattleCardView
{
public partial class AttackTargetSelectInfo
{
public readonly Queue<AttackSelectControl.AttackPair> _attackPairsCardIsInvolvedIn;
public bool _isBeingSelectedInAttack;
private int _uneffectedByAttackTargettingCount;
public AttackSelectControl.AttackPair CurrentAttackPairCardIsInvolvedIn { get; set; }
public bool IsCardInvolvedInAttack { get; set; }
public bool IsUneffectedByAttackTargetting { get; set; }
public AttackTargetSelectInfo() { }
public virtual Action DisableAttackTargettingMovement() => default!;
}
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ICardVfxCreator.cs
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial interface ICardVfxCreator
{
VfxBase CreateDraw(Vector3 pos, bool isCardRare);
VfxBase CreatePick();
VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose);
VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false);
VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false);
VfxBase CreateGuardStart();
VfxBase CreateGuardStop();
VfxBase CreateKillerStart();
VfxBase CreateKillerStop();
VfxBase CreateProtectionStart(ProtectionColorType tyep);
VfxBase CreateProtectionStop();
VfxBase CreateNotBeAttackedStart();
VfxBase CreateNotBeAttackedStop();
VfxBase CreateUntouchableStart();
VfxBase CreateUntouchableStop();
VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass);
VfxBase CreateSneakStart();
VfxBase CreateSneakStop();
VfxBase CreateForceCantAttackStart();
VfxBase CreateForceCantAttackStop();
VfxBase CreateDrainStart();
VfxBase CreateDrainStop();
VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView);
VfxBase CreateAttackFloatUp();
VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount);
VfxBase CreateMoving(Vector3 pos);
VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage);
VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth);
VfxBase CreateMaskCardInPlay();
VfxBase CreateReflectionStart();
VfxBase CreateReflectionStop();
VfxBase CreateHeavenlyAegisStart();
VfxBase CreateHeavenlyAegisStop();
VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect);
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\IReadOnlyVoiceInfo.cs
namespace Wizard.Battle.View
{
public partial interface IReadOnlyVoiceInfo
{
bool HasSummonTokenVoice { get; set; }
string VoiceId { get; set; }
VoiceAndWaitTime GetPlayVoice(IReadOnlyBattleCardInfo cardInfo, BattlePlayerReadOnlyInfoPair playerPair, int executedFixedUseCostIndex, int skillVoiceIndex);
VoiceAndWaitTime GetSummonTokenVoice();
VoiceAndWaitTime GetEvolutionVoice();
VoiceAndWaitTime GetAttackVoice(bool isEvolution);
VoiceAndWaitTime GetDestroyVoice(bool isEvolution, bool isExecutedWhiteRitual);
VoiceAndWaitTime GetSkillVoice(bool isEvolution, int skillIndex);
int GetSkillVoiceCount(bool isEvolution);
void SetDestroyCardId(int id);
int AddAttachSkillVoice(string id);
string GetAttachSkillVoice(int index);
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UI.Dialog.ImageSelection\ImageSelection.cs
using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard.UI.Dialog.ImageSelection
{
public partial class ImageSelection
{
public partial class PageItem { }
public partial class Page { }
public partial class PageDisplayFrameItem { }
public partial class PageDisplayFrame { }
public partial class CategoryInfo { }
private delegate void OnClickPageItemDelegate(PageItem pageItem, PageDisplayFrame frame);
public delegate bool IsNewItemDelegate();
public enum SelectType
{
SINGLE,
MULTI
}
private GameObject _partsBaseUI;
private GameObject _partsPageGrid;
private GameObject _partsMainItem;
private int _loadPageNumInAdvance;
private int _loadPageMaxNum;
private int _mainItemMaxNumPerPage;
private SelectType _selectType;
private bool _isNotSelectItemToGrey;
private ImageSelectionBaseUI _baseUI;
private PageDisplayFrame[] _pageDisplayFrameList;
private PageDisplayFrame _pageDisplayFrame_Main;
private PageDisplayFrame _pageDisplayFrame_Sub;
private Page _dummyPage;
private List<Page> _pageList;
private List<CategoryInfo> _categoryInfoList;
private int _displayPageNo;
private PageItem _selectedPageItem;
private bool _isChangingDisplayPage;
private bool _isInterruptChangeDisplayPage;
private bool _isChangedPrevPageOnDrag;
private bool _isChangedNextPageOnDrag;
private bool _isChangedPrevPageOnPressBtn;
private bool _isChangedNextPageOnPressBtn;
private bool _isPressingPrevPageBtn;
private bool _isPressingNextPageBtn;
private float _timePressingPrevPageBtn;
private float _timePressingNextPageBtn;
private DialogBase _dialog;
public bool IsDuringReset { get; set; }
private void Awake() { }
public void Create(int allPanelDepthAddValue = 0, DialogBase dialog = null) { }
public List<string> GetSelectedList() => default!;
public void SelectAll() { }
public void SelectCancelAll() { }
public void SetSelectAll(bool isSelect) { }
public IEnumerator Reset() => default!;
private void UnloadAll() { }
public void AddItem(string key, string category, bool isSelectable, IsNewItemDelegate isNewItemMethod, string loadTexPath, string fetchTexPath, bool isDisplaySprite, string name, string[] texts, Action onDisplay, Action onClick = null, Action<GameObject> onPress = null) { }
private void AddDummyPage() { }
private void RemoveDummyPage() { }
private void AddCategoryPage(CategoryInfo categoryInfo) { }
public void Open() { }
public void Close() { }
public void SetDisplayPage(int pageNo) { }
public void LoadDisplayPage() { }
public void UnloadAllPageExceptDisplayPage() { }
private void UnloadAllPageExceptBasePage(int basePageNo, int aroundOffset) { }
private void ToPrevPage(bool isPlaySe = false) { }
private void ToNextPage(bool isPlaySe = false) { }
private IEnumerator ChangeDisplayPage(bool isAnimate, bool isToNext = false, bool isPlaySe = false) => default!;
private void InterruptChangeDisplayPage() { }
private void SwapPageDisplayFrame() { }
private void OnClickPageItem(PageItem pageItem, PageDisplayFrame frame) { }
private void OnPressPageItem(PageItem pageItem, PageDisplayFrame frame, GameObject pressItem) { }
private void OnDragStart(GameObject g) { }
private void OnDrag(GameObject g, Vector2 delta) { }
private void OnPressToPrevBtn(GameObject g, bool state) { }
private void OnPressToNextBtn(GameObject g, bool state) { }
private void Update() { }
public string GetSelectedItemKey() => default!;
public int SelectItemWithKey(string key) => default!;
public void SelectMultiItem(List<string> keyList) { }
private PageItem FindItemWithKey(string key, out int pageNo) { pageNo = default!; return default!; }
private void ChangeSelectItem(PageItem item) { }
private void UpdateSelectMark() { }
private void UpdateIsNewItem() { }
private int GetNormalizedPageNo(int pageNo) => default!;
private bool IsOnlyOnePage() => default!;
private void OnDestroy() { }
}
}

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// AUTO-GENERATED verbatim enum (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Battle.View.Vfx/ProtectionColorType.cs
namespace Wizard.Battle.View.Vfx
{
public enum ProtectionColorType
{
DamageCut,
Indestructible,
MultiInvalid,
DamageReflection
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\RoomConnectController.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using Convention;
using Cute;
using LitJson;
using UnityEngine;
using Wizard.ErrorDialog;
namespace Wizard.RoomMatch
{
public partial class RoomConnectController
{
public partial class InitializeParameter { }
public partial class RoomUserData { }
public enum PositionMode
{
OWNER,
VISITOR,
WATCHER
}
public enum BattleRule
{
None,
Bo1,
Bo3,
Bo5,
Bo3Ban,
Bo5Ban
}
public enum FirstTurn
{
INVALID,
RANDOM,
OWNER_FIRST_TURN,
OWNER_SECOND_TURN,
MAX
}
public enum ConnectRoomResult
{
IDLE = -1,
TIMEOUT = -2,
ERROR = -3,
CONNECT_ERROR = -4,
SUCCESS = 0
}
private enum RoomSetupErrorAction
{
CALL_ACTION,
GO_HOME,
GO_TITLE
}
private const float TIMEOUT_SEC = 10f;
public const int SERVER_ROOM_TYPE_NORMAL = 1;
public const int SERVER_ROOM_TYPE_TWOPICK = 2;
public const int SERVER_ROOM_TYPE_TWOPICK_BACK_DRAFT = 3;
public const int SERVER_ROOM_TYPE_BO3 = 4;
public const int SERVER_ROOM_TYPE_BO5 = 5;
public const int SERVER_ROOM_TYPE_TWOPICK_QUBE = 6;
public const int SERVER_ROOM_TYPE_HOF = 7;
public const int SERVER_ROOM_TYPE_TWOPICK_BO3 = 8;
public const int SERVER_ROOM_TYPE_TWOPICK_BO5 = 9;
public const int SERVER_ROOM_TYPE_WINDFALL = 10;
public const int SERVER_ROOM_TYPE_AVATAR = 11;
public const int ID_NUMBER_OF_DIGIT = 5;
public const int CONVENTION_ID_NUMBER_OF_DIGIT = 5;
private string _roomId;
private DialogBase _nodeErrorDialog;
public int TotalBattleNum;
public int TotalWatchBattleNum;
public bool IsRelease;
private Coroutine _timeOutCoroutine;
private RoomWatchEventDispatch _watchEventDispatch;
public bool IsWatchBattleLoadStart;
public ConnectRoomResult ConnectRoomResultType { get; set; }
public bool IsEnterErrorDeckCount { get; set; }
public bool IsTournament { get; set; }
public bool IsTournamentSettled { get; set; }
public bool IsTournamentTimeOutCheack { get; set; }
public string RoomID { get; set; }
public bool IsEnableGuildInviteButton { get; set; }
public bool IsJoinGuild { get; set; }
public string DisplayRoomID { get; set; }
public bool CanUseNonPossessionCard { get; set; }
public RoomBase RoomUIClass { get; set; }
public Matching MatchingClass { get; set; }
public static RoomDialog RoomDialog { get; set; }
public bool IsDisconnectSelf { get; set; }
public RealTimeNetworkAgent NetworkAgent { get; set; }
public RoomFormatEventHandler FormatEventHandler { get; set; }
public PlayerController OwnCtrl { get; set; }
public PlayerController OppoCtrl { get; set; }
public OpenRoomBattleGetRecoveryParamTask RecoveryTask { get; set; }
public PositionMode PositionModeValue { get; set; }
public BattleParameter BattleParameterInstance { get; set; }
public static bool IsAlreadyStartBattle { get; set; }
public FirstTurn FirstTurnType { get; set; }
public bool IsRoomRecovery { get; set; }
public bool IsConvention { get; set; }
public bool IsGuildChatPost { get; set; }
public ConventionInfo ConventionInfo { get; set; }
public long SelfSleeveIdForTwoPick { get; set; }
public bool IsGathering { get; set; }
public GatheringAutoJoinTaskInfo GatheringAutoJoinTaskInfo { get; set; }
private bool _isAutoJoinEntry { get; set; }
public bool IsReceivedInitWatch { get; set; }
public bool IsConnect { get; set; }
public bool IsAvatar { get; set; }
public bool IsMultiDeckHistoryClearSoon { get; set; }
public bool IsMultiDeckRule { get; set; }
public int SelectDeckCount { get; set; }
public int BattleUseDeckCount { get; set; }
public bool IsShowHighRankFormat { get; set; }
public bool IsTwoPick { get; set; }
public bool IsChaosFormat { get; set; }
public bool IsTwoPickDraftAPI { get; set; }
public bool IsWatch { get; set; }
public bool IsPlayer { get; set; }
public bool IsPermitFriendWatch { get; set; }
public bool IsPermitGuildWatch { get; set; }
public bool IsConventionRematchEnable { get; set; }
public bool IsEnableTurnSelect { get; set; }
public static bool IsDeckBanRule(BattleRule rule) => default!;
public static bool IsMultiDeck(BattleRule rule) => default!;
public static bool IsTwoPickFormat(NetworkDefine.ServerBattleType type) => default!;
public static bool IsShowHighRankRoomRuleFormat(BattleParameter battleFormatBase) => default!;
public static int RuleBattleDeckCount(BattleRule rule) => default!;
public static int RuleSelectDeckCount(BattleRule rule) => default!;
public static bool IsTwoPickDraftMatchingAPI(TwoPickFormat rule) => default!;
public static bool IsNormalMatchingAPI(BattleParameter rule) => default!;
public static DataMgr.BattleType RoomRuleToBattleType(BattleParameter battleParameter) => default!;
public void SetConventionInfo(ConventionRoomBattleWatchTask watchTask) { }
public RoomConnectController(InitializeParameter param) { }
public void InitializeWatchEventDispatch() { }
public void RemoveWatchEventDispath(bool isOwn) { }
public Matching_Room CreateMatchingRoom(bool isConvention, bool isGathering, BattleParameter battleParameter) => default!;
public void InitPlayerController() { }
public void InitializeOwnPlayer() { }
public void InitializeOpponentPlayer() { }
public IEnumerator StartConnect(string battleId = "") => default!;
private void InitTimeout() { }
private void StartTimeout() { }
public IEnumerator ConnectRecoveryRoom(OpenRoomBattleGetRecoveryParamTask task) => default!;
public IEnumerator ReSetConnectCoroutine(Matching matching) => default!;
private IEnumerator TimeMeasurement(float timeout) => default!;
public void DestroyRealTimeNetwork() { }
private void ExitRoomTask() { }
private IEnumerator ConnectRealTimeNetworkAgent(bool isFirstConnect) => default!;
private void TimeoutInitNetwork() { }
private void ConnectError() { }
private bool IsCheckConnectResultType() => default!;
private bool _ResultCheck(ConnectRoomResult result, RoomSetupErrorAction errorActionType, Action inDialogCloseAction = null) => default!;
public bool IsExistNodeErrorDialog() => default!;
private void _GoHome() { }
private void _MoveView(NetworkTask.ResultCode in_ResultCode) { }
public void ClearRoomRecoveryInfo() { }
public void CommonResultCodeError(int code) { }
private bool ResultCodeError(int code) => default!;
private bool ResultCodeErrorForWatcher(int code) => default!;
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\RoomConnectController.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using Convention;
using Cute;
using LitJson;
using UnityEngine;
using Wizard.ErrorDialog;
namespace Wizard.RoomMatch
{
public partial class RoomConnectController
{
public partial class InitializeParameter
{
public string RoomId { get; set; }
public PositionMode PositionModeType { get; set; }
public BattleParameter BattleParameterInstance { get; set; }
public ConventionInfo ConventionInfo { get; set; }
public bool IsPermitFriendWatch { get; set; }
public bool IsPermitGuildWatch { get; set; }
public bool IsConvention { get; set; }
public bool IsEnableConventionRematch { get; set; }
public bool IsEnableTurnSelect { get; set; }
public bool IsGuildChatPost { get; set; }
public bool IsGathering { get; set; }
public GatheringAutoJoinTaskInfo GatheringAutoJoinTaskInfo { get; set; }
public InitializeParameter(PositionMode positionMode, BattleParameter battleParameter, string roomId) { }
}
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\RoomRuleSetting.cs
using System;
namespace Wizard.RoomMatch
{
public partial class RoomRuleSetting
{
public Action OnDecide;
public Action OnCancel;
public BattleParameter BattleParameterInstance { get; set; }
public bool EnableFriendWatch { get; set; }
public bool EnableGuildWatch { get; set; }
public bool Is2Pick { get; set; }
public RoomRuleSetting() { }
public void CopyFrom(RoomRuleSetting src) { }
public static string GetTopBarString(BattleParameter battleParameter, bool isTournament) => default!;
public static string GetBattleTypeString(BattleParameter battleParameter) => default!;
public static string GetWinTypeString(RoomConnectController.BattleRule rule) => default!;
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story\SelectedStoryInfo.cs
namespace Wizard.Story
{
public partial class SelectedStoryInfo
{
public StoryEntranceType StoryEntranceType { get; set; }
public StorySectionData SectionData { get; set; }
public ClassCharacterMasterData SectionCharaData { get; set; }
public ClassCharacterMasterData ChapterCharaData { get; set; }
public StoryChapterData ChapterData { get; set; }
public int? SubChapterId { get; set; }
public ScenarioPart Part { get; set; }
public ScenarioOption Option { get; set; }
public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
public int? ReleasedChapterNum { get; set; }
public int? ReplayChapterIndex { get; set; }
public string[] UnlockedSelections { get; set; }
public string ChosenUnlockChapterId { get; set; }
public bool IsFailure { get; set; }
public bool IsRetire { get; set; }
public bool IsGoBadEnd { get; set; }
public int StoryId { get; set; }
public int SectionId { get; set; }
public int? SectionCharaId { get; set; }
public int? SectionClassId { get; set; }
public int? ChapterCharaId { get; set; }
public int? ChapterClassId { get; set; }
public string ChapterId { get; set; }
public UIManager.ViewScene ChapterSelectionView { get; set; }
public bool IsTutorialCategory { get; set; }
public bool IsTutorial { get; set; }
public bool IsTutorialReplay { get; set; }
public StoryApiType StoryApiType { get; set; }
public string NextChapterId { get; set; }
public StoryChapterData.ChapterClearStatus ClearStatus { get; set; }
public string LastChapterClearTextId { get; set; }
public bool ExistsSecondHalfStory { get; set; }
public bool ExistsBattle { get; set; }
public bool IsSkipBattle { get; set; }
public bool IsDoBattle { get; set; }
public bool IsFixedDeck { get; set; }
public bool IsClassTutorial { get; set; }
public bool IsReleasedAnotherEnding { get; set; }
public string RouteName { get; set; }
public bool IsFirstHalf { get; set; }
public bool IsSecondHalf { get; set; }
public bool IsPlayVoice { get; set; }
public int[] StartStoryIds { get; set; }
public int FinishStoryId { get; set; }
public int[] AllSubStoryIds { get; set; }
public SelectedStoryInfo(StoryEntranceType type) { }
public void ClearInfoForSectionSelectionScene() { }
public void ClearInfoForLeaderSelectionScene() { }
public void ClearInfoForChapterSelectionScene() { }
public void SetSection(int sectionId) { }
public void SetSection(StorySectionData sectionData) { }
public void SetSectionChara(int? charaId) { }
public void SetSectionChara(ClassCharacterMasterData charaData) { }
public void SetChapterChara(int? charaId) { }
public void SetChapterChara(ClassCharacterMasterData charaData) { }
public void SetChapter(string chapterId, int? subChapterId) { }
public void SetChapter(StoryChapterData chapterData, int? subChapterId) { }
public void SetPart(ScenarioPart part) { }
public void SetOtherInfo(int releasedChapterNum, int? replayChapterIndex, string[] unlockedSelections) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UI.Common\TabList.cs
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Wizard.UI.Common
{
public partial class TabList
{
private UIGrid _grid;
private Tab _partsTab;
private Transform _transform_tabOff;
private Transform _transform_tabOn;
private List<Tab> _tabList;
private float _posY_tabOff;
private float _posY_tabOn;
private bool _isEnableSe;
private void Awake() { }
public Tab AddTab(UIEventListener.VoidDelegate onClick, string spriteBaseName) => default!;
public void Reset() { }
public void Reset(bool notSelectTab) { }
private void SetGrid() { }
public void SelectTabByIndex(int index, bool isForceSet) { }
private void SelectTab(Tab target, bool isForceSet) { }
private void SetTabListSprites() { }
public void SetTabToGrayByIndex(int index, bool disable) { }
}
}

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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\VideoHostingHUD.cs
using System;
using UnityEngine;
using Wizard;
using Wizard.Dialog.Setting;
public partial class VideoHostingHUD
{
public enum HUDMode
{
Null,
Recording,
Publishing
}
public enum HUDStatus
{
Idle,
Playing,
Pause
}
private static readonly string SETTING_BUTTON_SPRITENAME_PUB_OFF;
private static readonly string SETTING_BUTTON_SPRITENAME_PUB_ON;
private static readonly string SETTING_BUTTON_SPRITENAME_REC_OFF;
private static readonly string SETTING_BUTTON_SPRITENAME_REC_ON;
private const float DELAY_PLAY_SEC = 0.3f;
private const float STATUSPOPUP_ALPHA_MIN = 0f;
private const float STATUSPOPUP_ALPHA_MAX = 1f;
private const float STATUSPOPUP_ALPHA_SPEED = 1f;
private static readonly Vector3 STATUSPOPUP_LABEL_POS_PUBLISHING;
private static readonly Vector3 STATUSPOPUP_LABEL_POS_RECORDING;
public static int CONTROLBUTTON_LAYER_DEFAULT;
public static int CONTROLBUTTON_LAYER_BATTLE;
private UIPanel _statusPopupPanel;
private UILabel _statusPopupLabel;
private UISprite _statusPopupRecSprite;
private float _statusPopupAlpha;
private bool _statusPopupAlphaDown;
private GameObject _controlButtonRoot;
private UIButton _playButton;
private UILabel _playButtonLabel;
private UIButton _settingButton;
private UISprite _settingButtonSprite;
private HUDMode _mode;
private HUDStatus _status;
private Coroutine _coroutine;
private DialogBase _menuDialog;
private VideoHostingHUDFaceCamera _faceCamera;
private bool _isInitialized;
private bool _isReqInitFromSystem;
private void Awake() { }
private void Start() { }
private void OnDestroy() { }
private void Update() { }
public bool GetInitialized() => default!;
public void SetReqInitFromSystem(bool isReq) { }
private void _InitStatusFromSystem() { }
public void Init(HUDMode mode) { }
private void _SetStatus(HUDStatus status) { }
public bool IsSettingMenuDialogOpen() => default!;
public void CloseSettingMenuDialog() { }
private void ChangeControlPopupStatus(HUDMode mode, HUDStatus status) { }
private void ChangeControlButtonStatus(HUDMode mode, HUDStatus status) { }
public void SetControlButtonLayer(int layer) { }
public void SetPushEnablePlay(bool isEnable) { }
public void SetPushEnableSetting(bool isEnable) { }
private void UpdatePopup() { }
private static bool UpdatePingPongByDeltaTime(ref float val, float min, float max, float speed, bool isdown) => default!;
public void InitFaceCameraAdjust() { }
public void EndFaceCameraAdjust() { }
public void SetFaceCameraAdjustSwitchEnable(bool isEnable) { }
public bool GetFaceCameraAdjustSwitchEnable() => default!;
public Transform GetFaceCameraWindowLocator() => default!;
private void OnClickButtonPlay() { }
private void _DelayPlay() { }
private void OnClickButtonSetting() { }
private void OnCloseRecordingMenu() { }
private void OnStartAdjustFaceCameraWindow() { }
private void OnEndAdjustFaceCameraWindow() { }
public void OnStartRecording() { }
public void OnFinishRecording() { }
public void OnPauseRecording() { }
public void OnResumeRecording() { }
public void OnStartPublishing() { }
public void OnFinishPublishing() { }
public void OnPausePublishing() { }
}

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@@ -3,6 +3,34 @@
// later frontier wave and can be filled by m1_stub_gen --type <Name>.
public partial class FadeManager { }
public partial class FriendBase { }
public partial class RoomDialog { }
public partial class VideoHostingHUDFaceCamera { }
namespace Wizard
{
public partial class ConventionRoomBattleWatchTask { }
public partial class OpenRoomBattleGetRecoveryParamTask { }
public partial class ScenarioOption { }
public partial class ScenarioTemporaryVoice { public partial class DownloadInfo { } }
}
namespace Wizard.RoomMatch
{
public partial class PlayerController { }
public partial class RoomBase { }
public partial class RoomFormatEventHandler { }
public partial class RoomWatchEventDispatch { }
}
namespace Wizard.UI.Common
{
public partial class Tab { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public partial class ImageSelectionBaseUI { }
}
namespace Wizard.Battle.UI
{

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@@ -135,10 +135,7 @@ public partial class UIManager : UnityEngine.MonoBehaviour
public static UIManager GetIns() => GetInstance();
}
public class VideoHostingHUD
{
public enum HUDMode { Null, Recording, Publishing }
}
// VideoHostingHUD (members + HUDMode enum) provided by Generated/VideoHostingHUD.g.cs
namespace Wizard
{

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@@ -89,7 +89,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
namespace Wizard.RoomMatch
{
public class PlayerControllerForWatching { }
public class RoomRuleSetting { }
public partial class RoomRuleSetting { }
}
namespace Cute
@@ -100,7 +100,7 @@ namespace Cute
namespace Wizard.Story
{
public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
public class SelectedStoryInfo { }
public partial class SelectedStoryInfo { }
public sealed class StoryWorldDataManager { }
}
@@ -108,9 +108,10 @@ namespace BestHTTP.SocketIO
{
public sealed class Packet { }
public sealed class Socket { }
// SocketManager is a BestHTTP SDK type — minimal hand shim (full-surface would pull
// the whole SocketIO SDK closure). Members filled on demand as the frontier needs them.
public sealed class SocketManager
{
// Connection state enum the network agent polls (Initial/Open referenced).
public enum States { Initial, Opening, Open, Paused, Reconnecting, Closed }
}
}

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@@ -107,7 +107,7 @@ namespace Wizard.Battle.View.Vfx
public class EvolveVfxBase : VfxBase { }
public class CanNotTouchCardVfx : VfxBase { }
public interface ICardVfxCreator { }
public partial interface ICardVfxCreator { }
public interface IBattleCardVfxCreator { }
// The VFX manager: headless, registration is suppressed (real VfxMgr early-returns

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@@ -7,11 +7,11 @@
namespace Wizard.Battle.View
{
public interface IReadOnlyVoiceInfo { }
public class BattleCardView
public partial interface IReadOnlyVoiceInfo { }
public partial class BattleCardView
{
public class BuildInfo { }
public class AttackTargetSelectInfo { }
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
}
public class NonDialogPopup { public virtual void Close() { } }
public abstract class BattlePlayerViewBase
@@ -65,12 +65,8 @@ namespace Wizard.Replay
namespace Wizard.RoomMatch
{
public class WatchDataHandler { }
public class RoomConnectController
{
public enum BattleRule { None, Bo1 }
public enum PositionMode { OWNER, VISITOR, WATCHER }
public class InitializeParameter { }
}
// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
// provided by Generated/RoomConnectController*.g.cs
}
namespace Wizard.Story
@@ -80,10 +76,10 @@ namespace Wizard.Story
namespace Wizard.UI.Common
{
public class TabList { }
public partial class TabList : UnityEngine.MonoBehaviour { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public class ImageSelection { }
public partial class ImageSelection : UnityEngine.MonoBehaviour { }
}