feat(battle-engine): preserve ctor base-initializers + Event/Reward shims (1386->1226)

- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' /
  ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729
  when the copied base has no parameterless ctor). Whole base-ctor cluster cleared.
- UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI
  UIInput/UIInputOnGUI legacy IMGUI path).
- Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim
  (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 23:10:52 -04:00
parent 7e5ff0a58f
commit 795f7a6bc8
34 changed files with 79 additions and 36 deletions

View File

@@ -17,7 +17,6 @@ namespace Wizard.Scripts.Network.Data.TaskData.SpotCardExchange { internal class
namespace Wizard.DeckSelect.FirstDisplayPageIndexGetter { internal class _ShimAnchor { } }
namespace Wizary.StorySelectionWorld { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Data.TableData.Arena.TwoPick { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Data.TaskData.Arena { public class Reward { } }
// IManager: a Cute manager interface implemented by NetworkManager/ResourcesManager.
namespace Cute { public interface IManager { } }

View File

@@ -9,8 +9,24 @@ namespace UnityEngine
{
public partial class Font : Object { }
public enum Space { World, Self }
// NGUI's UIInputOnGUI reads Event.current (legacy IMGUI event).
public class Event { public static Event current => null; }
// NGUI's UIInputOnGUI / UIInput read the legacy IMGUI Event.
public enum EventType
{
MouseDown, MouseUp, MouseMove, MouseDrag, KeyDown, KeyUp,
ScrollWheel, Repaint, Layout, DragUpdated, DragPerform, DragExited,
Ignore, Used, ValidateCommand, ExecuteCommand, ContextClick,
MouseEnterWindow, MouseLeaveWindow, TouchDown, TouchUp, TouchMove,
TouchEnter, TouchLeave, TouchStationary
}
public class Event
{
public static Event current => null;
public EventType type;
public EventType rawType => type;
public KeyCode keyCode;
public EventModifiers modifiers;
public void Use() { }
}
}
namespace UnityEngine.Networking