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

@@ -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

View File

@@ -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`) ----

View File

@@ -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 { }