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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@@ -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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