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>
This commit is contained in:
gamer147
2026-06-05 23:50:10 -04:00
parent 67f91e230e
commit 755f7fd148
18 changed files with 508 additions and 9 deletions

View File

@@ -0,0 +1,22 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard\ApplicationFinishManager.cs
using System.Diagnostics;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
using Wizard.Dialog.Setting;
namespace Wizard
{
public partial class ApplicationFinishManager
{
private DialogBase _keyOpenMenuDialog;
private static bool _canQuit;
private DialogBase _quitDialog;
private const int QUIT_DIALOG_SORTING_ORDER = 3;
public DialogBase QuitDialog { get; set; }
public static bool CanQuit { get; set; }
public static void ApplicationQuit() { }
public bool WantsToQuit() => default!;
public bool IsQuitDialog() => default!;
public void HandleEscapeDialog() { }
}
}

View File

@@ -0,0 +1,20 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story.ChapterSelection\CommonPrefabContainer.cs
using UnityEngine;
namespace Wizard.Story.ChapterSelection
{
public partial class CommonPrefabContainer
{
private CharaInfoPanel _charaInfoPanelPrefab;
private SectionInfoPanel _sectionInfoPanelPrefab;
private AreaSelInfo _chapterRewardPanelPrefab;
private StoryChapterSelectDialog _subChapterSelectionDialogPrefab;
private StorySummaryDialog _summaryDialogPrefab;
private StoryLeaderSelectSummaryDialog _summaryWithCharaSelectionDialogPrefab;
public CharaInfoPanel CharaInfoPanelPrefab { get; set; }
public SectionInfoPanel SectionInfoPanelPrefab { get; set; }
public AreaSelInfo ChapterRewardPanelPrefab { get; set; }
public StoryChapterSelectDialog SubChapterSelectionDialogPrefab { get; set; }
public StorySummaryDialog SummaryDialogPrefab { get; set; }
public StoryLeaderSelectSummaryDialog SummaryWithCharaSelectionDialogPrefab { get; set; }
}
}

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@@ -0,0 +1,15 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\EvolutionConfirmation.cs
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.UI
{
public partial class EvolutionConfirmation
{
private DialogBase _dialog;
public bool IsPossibleToClose { get; set; }
public GameObject ConfirmationButton { get; set; }
public EvolutionConfirmation(Transform parent) { }
public DialogBase Show(BattlePlayer battlePlayer) => default!;
private VfxBase Hide() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}

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@@ -0,0 +1,19 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Title\GameSetup.cs
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard.Title
{
public partial class GameSetup
{
private TemporaryAssetDeleter _temporaryAssetDeleter;
private UserInfoRequest m_userInfoRequest;
private ResourceDownloader m_assetDownloader;
private readonly BattleRecovery _battleRecovery;
private MonoBehaviour m_coroutineObj;
public bool IsRunning { get; set; }
public GameSetup(MonoBehaviour coroutineObj) { }
public IEnumerator StartSetup() => default!;
}
}

View File

@@ -0,0 +1,8 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\DeckBuilder\GenerateDeckCode.cs
namespace DeckBuilder
{
public partial class GenerateDeckCode
{
public string deck_code;
}
}

View File

@@ -0,0 +1,41 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using LitJson;
using UnityEngine;
namespace Wizard.RoomMatch
{
public partial class ReplayDataHandler
{
private const float WAIT_TIME_SKILL_SELECT_START = 0f;
private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
private NetworkReplayBattleMgr _networkReplayBattleMgr;
private JsonData _stockReceiveReplayOperations;
private int _operationIndex;
public void SetOperationIndex(int index) { }
public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
public void Stop() { }
protected void ParseBattleWatchData(Dictionary<string, object> received) { }
protected void CheckConnection() { }
protected IEnumerator StockDataPlayer() => default!;
private IEnumerator NewStockDataPlayer() => default!;
private void ResetForwardReplay(Dictionary<string, object> frontData) { }
private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
}
}

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@@ -0,0 +1,22 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story\StoryWorldDataManager.cs
using System;
using System.Collections.Generic;
using System.Linq;
using LitJson;
namespace Wizard.Story
{
public partial class StoryWorldDataManager
{
private static readonly string WORLD_LIST_KEY;
private static readonly int TUTORIAL_BACKGROUND_ID;
public IReadOnlyList<StoryWorldData> WorldDatas { get; set; }
public IReadOnlyList<StorySectionData> SectionDatas { get; set; }
public void SetData(JsonData jsonData) { }
private static List<StoryWorldData> GetWorldDatas(JsonData jsonData) => default!;
private static StorySectionData[] GetSectionDatas(IReadOnlyList<StoryWorldData> worldDatas) => default!;
private static StorySectionData[] GetSectionDatas(JsonData jsonData) => default!;
public StoryWorldData FindWorldDataByWorldId(int worldId) => default!;
public StoryWorldData FindWorldDataBySectionId(int sectionId) => default!;
public StorySectionData FindSectionData(int sectionId) => default!;
}
}

View File

@@ -27,6 +27,7 @@ namespace Wizard.Battle.Touch { public partial class ChoiceBraveTouchProcessor :
namespace Wizard.Battle.View.Vfx { public partial class Class3dEvolveVfx : EvolveVfx { } }
namespace Wizard.Battle.View.Vfx { public partial class ClassCardVfxCreatorBase : CardVfxCreatorBase { } }
namespace Wizard.UI.Profile { public partial class ClassPage : Page { } }
namespace Wizard.Story.ChapterSelection { public partial class CommonPrefabContainer : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class CostChangeVfx : VfxWithLoadingSequential { } }
namespace Wizard.Battle.View.Vfx { public partial class DamageVfx : DamageVfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class DamageVfxBase : SequentialVfxPlayer { } }
@@ -123,6 +124,7 @@ namespace Wizard.Battle.View.Vfx { public partial class RecoveryEvolveVfx : Evol
namespace Wizard.Battle.View.Vfx { public partial class RefreshAttackVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class RefreshHealthVfx : VfxBase { } }
namespace Wizard.Battle.View.Vfx { public partial class RemoveChantCountVfx : VfxBase { } }
namespace Wizard.RoomMatch { public partial class ReplayDataHandler : WatchDataHandler { } }
namespace Wizard.Battle.UI { public partial class ReplayMoveTurnWindow : MonoBehaviour { } }
namespace Wizard.Battle.View.Vfx { public partial class ReturnCardVfx : SequentialVfxPlayer { } }
namespace Wizard.RoomMatch { public partial class RoomBase : MonoBehaviour { } }

View File

@@ -148,5 +148,5 @@ namespace Wizard
public partial class LoadingViewManager { }
public partial class AccountTransferHelper { }
public class DialogManager { }
public class ApplicationFinishManager { }
public partial class ApplicationFinishManager { }
}

View File

@@ -32,7 +32,7 @@ namespace Wizard.RoomMatch
{
// referenced as field/param types by the watch/replay controller shells (off battle path).
public class TwoPickWatchData { }
public class ReplayDataHandler { }
public partial class ReplayDataHandler { }
}
namespace Wizard.Battle.View.Vfx

View File

@@ -49,7 +49,7 @@ namespace Wizard.Battle.View
// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
public abstract class ClassBattleCardViewBase : BattleCardView { }
public class NullBattleCardView : BattleCardView { }
public class NullBattleCardView : BattleCardView { public static void ReleaseSharedDummy() { } }
}
namespace Wizard.Battle.View.Vfx
@@ -83,7 +83,7 @@ namespace Wizard.UI.LoginBonus
namespace DeckBuilder
{
public class GenerateDeckCode { }
public partial class GenerateDeckCode { }
public partial class GetDeckDataFromCode { }
}
@@ -108,7 +108,16 @@ namespace Wizard.Story
{
public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
public partial class SelectedStoryInfo { }
public sealed class StoryWorldDataManager { }
public partial class StoryWorldDataManager { }
public sealed class StoryWorldData { } // signature-only type pulled by StoryWorldDataManager full-surface (non-battle)
}
namespace Wizard.Title
{
// ITitleProc impls pulled by full-surface stubs; referenced as signature types only (non-battle).
public class BattleRecovery { }
public class ResourceDownloader { }
public class TemporaryAssetDeleter { }
}
namespace BestHTTP.SocketIO

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@@ -10,7 +10,7 @@ namespace Wizard.Story
namespace Wizard.Story.ChapterSelection
{
public class CommonPrefabContainer { }
public partial class CommonPrefabContainer { }
public class TitlePanelBase { }
}
@@ -30,7 +30,7 @@ namespace Wizard.UIFriend
public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
}
}
namespace Wizard.Title { public class GameSetup { } }
namespace Wizard.Title { public partial class GameSetup { } }
namespace Wizard.RoomMatch { public class Player { } }
// ---- namespace anchors (referenced via `using`) ----

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@@ -12,11 +12,15 @@ namespace Wizard.Battle.View
{
public class BuildInfo { }
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
public virtual UnityEngine.GameObject GameObject { get; protected set; }
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
}
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
public static bool AlwaysShowStatusPanel => true;
}
public partial class InPlayCardFrameEffectControl { }
}
@@ -34,13 +38,20 @@ namespace Wizard.Battle.UI
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
public class EvolutionConfirmation { }
public partial class EvolutionConfirmation { }
}
namespace Wizard.Battle.Touch
{
public partial class SkillTargetSelectTouchProcessor { }
public partial class EvolutionTouchProcessor { }
public partial class EvolutionTouchProcessor
{
// events dropped by m1_stub_gen (generator does not capture `event` decls)
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnFocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnUnfocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnSelectTarget;
public event global::System.Action OnNotSelectTarget;
}
public partial class SetCardProcessor { }
public partial class EvolutionSimpleProcessor { }
public partial class EmotionTouchProcessor { }