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:
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard\ApplicationFinishManager.cs
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using System.Diagnostics;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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using Wizard.Dialog.Setting;
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namespace Wizard
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{
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public partial class ApplicationFinishManager
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{
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private DialogBase _keyOpenMenuDialog;
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private static bool _canQuit;
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private DialogBase _quitDialog;
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private const int QUIT_DIALOG_SORTING_ORDER = 3;
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public DialogBase QuitDialog { get; set; }
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public static bool CanQuit { get; set; }
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public static void ApplicationQuit() { }
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public bool WantsToQuit() => default!;
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public bool IsQuitDialog() => default!;
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public void HandleEscapeDialog() { }
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}
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}
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20
SVSim.BattleEngine/Shim/Generated/CommonPrefabContainer.g.cs
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20
SVSim.BattleEngine/Shim/Generated/CommonPrefabContainer.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story.ChapterSelection\CommonPrefabContainer.cs
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using UnityEngine;
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namespace Wizard.Story.ChapterSelection
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{
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public partial class CommonPrefabContainer
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{
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private CharaInfoPanel _charaInfoPanelPrefab;
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private SectionInfoPanel _sectionInfoPanelPrefab;
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private AreaSelInfo _chapterRewardPanelPrefab;
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private StoryChapterSelectDialog _subChapterSelectionDialogPrefab;
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private StorySummaryDialog _summaryDialogPrefab;
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private StoryLeaderSelectSummaryDialog _summaryWithCharaSelectionDialogPrefab;
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public CharaInfoPanel CharaInfoPanelPrefab { get; set; }
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public SectionInfoPanel SectionInfoPanelPrefab { get; set; }
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public AreaSelInfo ChapterRewardPanelPrefab { get; set; }
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public StoryChapterSelectDialog SubChapterSelectionDialogPrefab { get; set; }
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public StorySummaryDialog SummaryDialogPrefab { get; set; }
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public StoryLeaderSelectSummaryDialog SummaryWithCharaSelectionDialogPrefab { get; set; }
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}
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}
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15
SVSim.BattleEngine/Shim/Generated/EvolutionConfirmation.g.cs
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SVSim.BattleEngine/Shim/Generated/EvolutionConfirmation.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\EvolutionConfirmation.cs
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.UI
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{
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public partial class EvolutionConfirmation
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{
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private DialogBase _dialog;
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public bool IsPossibleToClose { get; set; }
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public GameObject ConfirmationButton { get; set; }
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public EvolutionConfirmation(Transform parent) { }
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public DialogBase Show(BattlePlayer battlePlayer) => default!;
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private VfxBase Hide() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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}
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}
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19
SVSim.BattleEngine/Shim/Generated/GameSetup.g.cs
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SVSim.BattleEngine/Shim/Generated/GameSetup.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Title\GameSetup.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Wizard.Title
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{
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public partial class GameSetup
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{
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private TemporaryAssetDeleter _temporaryAssetDeleter;
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private UserInfoRequest m_userInfoRequest;
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private ResourceDownloader m_assetDownloader;
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private readonly BattleRecovery _battleRecovery;
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private MonoBehaviour m_coroutineObj;
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public bool IsRunning { get; set; }
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public GameSetup(MonoBehaviour coroutineObj) { }
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public IEnumerator StartSetup() => default!;
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}
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}
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8
SVSim.BattleEngine/Shim/Generated/GenerateDeckCode.g.cs
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SVSim.BattleEngine/Shim/Generated/GenerateDeckCode.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\DeckBuilder\GenerateDeckCode.cs
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namespace DeckBuilder
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{
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public partial class GenerateDeckCode
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{
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public string deck_code;
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}
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}
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41
SVSim.BattleEngine/Shim/Generated/ReplayDataHandler.g.cs
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SVSim.BattleEngine/Shim/Generated/ReplayDataHandler.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using LitJson;
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using UnityEngine;
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namespace Wizard.RoomMatch
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{
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public partial class ReplayDataHandler
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{
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private const float WAIT_TIME_SKILL_SELECT_START = 0f;
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private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
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private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
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private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
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private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
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private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
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private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
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private NetworkReplayBattleMgr _networkReplayBattleMgr;
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private JsonData _stockReceiveReplayOperations;
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private int _operationIndex;
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public void SetOperationIndex(int index) { }
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public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
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protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
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public void Stop() { }
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protected void ParseBattleWatchData(Dictionary<string, object> received) { }
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protected void CheckConnection() { }
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protected IEnumerator StockDataPlayer() => default!;
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private IEnumerator NewStockDataPlayer() => default!;
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private void ResetForwardReplay(Dictionary<string, object> frontData) { }
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private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
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}
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}
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22
SVSim.BattleEngine/Shim/Generated/StoryWorldDataManager.g.cs
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SVSim.BattleEngine/Shim/Generated/StoryWorldDataManager.g.cs
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story\StoryWorldDataManager.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using LitJson;
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namespace Wizard.Story
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{
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public partial class StoryWorldDataManager
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{
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private static readonly string WORLD_LIST_KEY;
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private static readonly int TUTORIAL_BACKGROUND_ID;
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public IReadOnlyList<StoryWorldData> WorldDatas { get; set; }
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public IReadOnlyList<StorySectionData> SectionDatas { get; set; }
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public void SetData(JsonData jsonData) { }
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private static List<StoryWorldData> GetWorldDatas(JsonData jsonData) => default!;
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private static StorySectionData[] GetSectionDatas(IReadOnlyList<StoryWorldData> worldDatas) => default!;
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private static StorySectionData[] GetSectionDatas(JsonData jsonData) => default!;
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public StoryWorldData FindWorldDataByWorldId(int worldId) => default!;
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public StoryWorldData FindWorldDataBySectionId(int sectionId) => default!;
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public StorySectionData FindSectionData(int sectionId) => default!;
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}
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}
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@@ -27,6 +27,7 @@ namespace Wizard.Battle.Touch { public partial class ChoiceBraveTouchProcessor :
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namespace Wizard.Battle.View.Vfx { public partial class Class3dEvolveVfx : EvolveVfx { } }
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namespace Wizard.Battle.View.Vfx { public partial class ClassCardVfxCreatorBase : CardVfxCreatorBase { } }
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namespace Wizard.UI.Profile { public partial class ClassPage : Page { } }
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namespace Wizard.Story.ChapterSelection { public partial class CommonPrefabContainer : MonoBehaviour { } }
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namespace Wizard.Battle.View.Vfx { public partial class CostChangeVfx : VfxWithLoadingSequential { } }
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namespace Wizard.Battle.View.Vfx { public partial class DamageVfx : DamageVfxBase { } }
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namespace Wizard.Battle.View.Vfx { public partial class DamageVfxBase : SequentialVfxPlayer { } }
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@@ -123,6 +124,7 @@ namespace Wizard.Battle.View.Vfx { public partial class RecoveryEvolveVfx : Evol
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namespace Wizard.Battle.View.Vfx { public partial class RefreshAttackVfx : VfxBase { } }
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namespace Wizard.Battle.View.Vfx { public partial class RefreshHealthVfx : VfxBase { } }
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namespace Wizard.Battle.View.Vfx { public partial class RemoveChantCountVfx : VfxBase { } }
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namespace Wizard.RoomMatch { public partial class ReplayDataHandler : WatchDataHandler { } }
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namespace Wizard.Battle.UI { public partial class ReplayMoveTurnWindow : MonoBehaviour { } }
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namespace Wizard.Battle.View.Vfx { public partial class ReturnCardVfx : SequentialVfxPlayer { } }
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namespace Wizard.RoomMatch { public partial class RoomBase : MonoBehaviour { } }
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@@ -148,5 +148,5 @@ namespace Wizard
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public partial class LoadingViewManager { }
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public partial class AccountTransferHelper { }
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public class DialogManager { }
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public class ApplicationFinishManager { }
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public partial class ApplicationFinishManager { }
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}
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@@ -32,7 +32,7 @@ namespace Wizard.RoomMatch
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{
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// referenced as field/param types by the watch/replay controller shells (off battle path).
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public class TwoPickWatchData { }
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public class ReplayDataHandler { }
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public partial class ReplayDataHandler { }
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}
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namespace Wizard.Battle.View.Vfx
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@@ -49,7 +49,7 @@ namespace Wizard.Battle.View
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// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
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// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
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public abstract class ClassBattleCardViewBase : BattleCardView { }
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public class NullBattleCardView : BattleCardView { }
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public class NullBattleCardView : BattleCardView { public static void ReleaseSharedDummy() { } }
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}
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namespace Wizard.Battle.View.Vfx
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@@ -83,7 +83,7 @@ namespace Wizard.UI.LoginBonus
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namespace DeckBuilder
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{
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public class GenerateDeckCode { }
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public partial class GenerateDeckCode { }
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public partial class GetDeckDataFromCode { }
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}
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@@ -108,7 +108,16 @@ namespace Wizard.Story
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{
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public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
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public partial class SelectedStoryInfo { }
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public sealed class StoryWorldDataManager { }
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public partial class StoryWorldDataManager { }
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public sealed class StoryWorldData { } // signature-only type pulled by StoryWorldDataManager full-surface (non-battle)
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}
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namespace Wizard.Title
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{
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// ITitleProc impls pulled by full-surface stubs; referenced as signature types only (non-battle).
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public class BattleRecovery { }
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public class ResourceDownloader { }
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public class TemporaryAssetDeleter { }
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}
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namespace BestHTTP.SocketIO
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@@ -10,7 +10,7 @@ namespace Wizard.Story
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namespace Wizard.Story.ChapterSelection
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{
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public class CommonPrefabContainer { }
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public partial class CommonPrefabContainer { }
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public class TitlePanelBase { }
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}
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@@ -30,7 +30,7 @@ namespace Wizard.UIFriend
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public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
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}
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}
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namespace Wizard.Title { public class GameSetup { } }
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namespace Wizard.Title { public partial class GameSetup { } }
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namespace Wizard.RoomMatch { public class Player { } }
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// ---- namespace anchors (referenced via `using`) ----
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@@ -12,11 +12,15 @@ namespace Wizard.Battle.View
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{
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public class 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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public HandCardFrameEffectControl HandFrameEffect { get; private set; }
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public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
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}
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public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
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public abstract class BattlePlayerViewBase
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{
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public enum BattleDialogItem { Menu, Retire }
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public static bool AlwaysShowStatusPanel => true;
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}
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public partial class InPlayCardFrameEffectControl { }
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}
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@@ -34,13 +38,20 @@ namespace Wizard.Battle.UI
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public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
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public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
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public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
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public class EvolutionConfirmation { }
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public partial class EvolutionConfirmation { }
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}
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namespace Wizard.Battle.Touch
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{
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public partial class SkillTargetSelectTouchProcessor { }
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public partial class EvolutionTouchProcessor { }
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public partial class EvolutionTouchProcessor
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{
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// events dropped by m1_stub_gen (generator does not capture `event` decls)
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnFocusTarget;
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnUnfocusTarget;
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public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnSelectTarget;
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public event global::System.Action OnNotSelectTarget;
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}
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public partial class SetCardProcessor { }
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public partial class EvolutionSimpleProcessor { }
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public partial class EmotionTouchProcessor { }
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