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>
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51
SVSim.BattleEngine/Shim/Generated/ICardVfxCreator.g.cs
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SVSim.BattleEngine/Shim/Generated/ICardVfxCreator.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ICardVfxCreator.cs
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using UnityEngine;
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namespace Wizard.Battle.View.Vfx
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{
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public partial interface ICardVfxCreator
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{
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VfxBase CreateDraw(Vector3 pos, bool isCardRare);
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VfxBase CreatePick();
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VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
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VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
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VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
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VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
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VfxBase CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
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VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose);
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VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false);
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VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
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VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
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VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
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VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
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VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false);
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VfxBase CreateGuardStart();
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VfxBase CreateGuardStop();
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VfxBase CreateKillerStart();
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VfxBase CreateKillerStop();
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VfxBase CreateProtectionStart(ProtectionColorType tyep);
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VfxBase CreateProtectionStop();
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VfxBase CreateNotBeAttackedStart();
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VfxBase CreateNotBeAttackedStop();
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VfxBase CreateUntouchableStart();
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VfxBase CreateUntouchableStop();
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VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass);
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VfxBase CreateSneakStart();
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VfxBase CreateSneakStop();
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VfxBase CreateForceCantAttackStart();
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VfxBase CreateForceCantAttackStop();
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VfxBase CreateDrainStart();
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VfxBase CreateDrainStop();
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VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView);
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VfxBase CreateAttackFloatUp();
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VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount);
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VfxBase CreateMoving(Vector3 pos);
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VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage);
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VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth);
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VfxBase CreateMaskCardInPlay();
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VfxBase CreateReflectionStart();
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VfxBase CreateReflectionStop();
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VfxBase CreateHeavenlyAegisStart();
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VfxBase CreateHeavenlyAegisStop();
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VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect);
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}
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}
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