port(m1): wave 6b — View base members + app-type stubs (772->696)
- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance). - BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy. - EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls. - Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial). - Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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SVSim.BattleEngine/Engine/Wizard/ClassIconName.cs
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SVSim.BattleEngine/Engine/Wizard/ClassIconName.cs
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using UnityEngine;
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namespace Wizard;
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public class ClassIconName : MonoBehaviour
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{
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[SerializeField]
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private UILabel _labelClassName;
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[SerializeField]
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private UISprite _spriteClassIcon;
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public void SetClass(int classId)
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{
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ClassCharacterMasterData charaPrmByClassId = GameMgr.GetIns().GetDataMgr().GetCharaPrmByClassId(classId);
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_labelClassName.text = charaPrmByClassId._className;
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ClassCharaPrm.SetClassLabelSetting(_labelClassName, charaPrmByClassId.clan);
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_spriteClassIcon.spriteName = ClassCharaPrm.GetIconSpriteName(charaPrmByClassId.clan);
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}
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}
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