cull(engine-cleanup): pass-8 phase-2 cascade round 1 after AreaSelectUI stub
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@@ -2,10 +2,4 @@
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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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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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}
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}
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@@ -3,20 +3,14 @@ namespace Wizard.Story
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{
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public partial class SelectedStoryInfo
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{
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public StorySectionData SectionData { get; set; }
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public StoryChapterData ChapterData { get; set; }
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public int? ReleasedChapterNum { get; set; }
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public int? ReplayChapterIndex { get; set; }
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public int SectionId { get; set; }
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public int? SectionClassId { get; set; }
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public UIManager.ViewScene ChapterSelectionView { get; set; }
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public StoryApiType StoryApiType { get; set; }
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public string NextChapterId { get; set; }
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public string LastChapterClearTextId { get; set; }
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public int FinishStoryId { get; set; }
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public SelectedStoryInfo(StoryEntranceType type) { }
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public void ClearInfoForLeaderSelectionScene() { }
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public void ClearInfoForChapterSelectionScene() { }
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public void SetSectionChara(ClassCharacterMasterData charaData) { }
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}
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}
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@@ -8,12 +8,6 @@ namespace Wizard.Story.ChapterSelection
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{
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public partial class StoryChapterSelectionUtility
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{
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public static TopBar CreateTopBar(GameObject parent, SelectedStoryInfo storyInfo, UIManager.ChangeViewSceneParam changeViewSceneParam, int sortingOrder) => default!;
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public static TitlePanelBase CreateTitlePanel(GameObject parent, CharaInfoPanel charaInfoPrefab, SectionInfoPanel sectionInfoPrefab, SelectedStoryInfo storyInfo) => default!;
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public static AreaSelInfo CreateChapterRewardPanel(GameObject parent, AreaSelInfo prefab) => default!;
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public static IEnumerator StoryInfoTaskCoroutine(SelectedStoryInfo storyInfo) => default!;
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public static IEnumerator LoadAiMasterCoroutine(IReadOnlyList<StoryChapterData> chapterDatas) => default!;
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public static void RegisterMaintenanceChapters(IReadOnlyList<StoryChapterData> chapterDatas) { }
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public static void RegisterStoryBattleData(BattleSettingData data) { }
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}
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}
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@@ -14,7 +14,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { }
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main { }
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namespace Wizard.Battle.Touch { public partial class ChoiceBraveTouchProcessor : ChoiceTouchProcessor { } }
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namespace Wizard.UI.Profile { }
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namespace Wizard.Story.ChapterSelection { public partial class CommonPrefabContainer : MonoBehaviour { } }
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namespace Wizard.Story.ChapterSelection { }
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namespace Wizard.Battle.View.Vfx { }
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namespace Wizard.Battle.View.Vfx { }
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { }
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@@ -16,7 +16,6 @@ public class EffectMgr
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public enum EffectType
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{
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NONE, CMN_CARD_DRAW_2, CMN_CARD_SET_1, CMN_CARD_SET_2, CMN_CARD_SET_3, CMN_CARD_ACCELERATE_1, CMN_CARD_CRYSTALLIZE_1, CMN_CARD_TARGET_1, CMN_CARD_TARGET_2, CMN_CARD_SELECT_3, CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6, }
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public static System.Collections.IEnumerator LoadAndInstantiate2dEffectCoroutine(string effectName, System.Action<UnityEngine.GameObject, System.Collections.Generic.List<string>> finishCallback) { yield break; }
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public enum MoveType
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{
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NONE, SKIP, DIRECT, DIRECT_HAND, DIRECT_DECK, DIRECT_LEADER, CENTER }
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@@ -20,7 +20,6 @@ namespace UnityEngine
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public static float Distance(Vector2 a, Vector2 b) => (a - b).magnitude;
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public static float Angle(Vector2 from, Vector2 to) => 0f;
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public void Normalize() { var n = normalized; x = n.x; y = n.y; }
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public static Vector2 Lerp(Vector2 a, Vector2 b, float t) => new Vector2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t);
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public static Vector2 operator +(Vector2 a, Vector2 b) => new Vector2(a.x + b.x, a.y + b.y);
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public static Vector2 operator -(Vector2 a, Vector2 b) => new Vector2(a.x - b.x, a.y - b.y);
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public static Vector2 operator -(Vector2 a) => new Vector2(-a.x, -a.y);
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@@ -8,11 +8,9 @@ namespace UnityEngine
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public static partial class Input
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{
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public static Vector3 mousePosition => Vector3.zero;
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public static Vector2 mouseScrollDelta => Vector2.zero;
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public static int touchCount => 0;
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public static bool GetMouseButton(int b) => false;
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public static bool GetMouseButtonDown(int b) => false;
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public static bool GetMouseButtonUp(int b) => false;
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public static bool GetKey(KeyCode k) => false;
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public static bool GetKeyDown(KeyCode k) => false;
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public static bool GetKeyUp(KeyCode k) => false;
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@@ -272,11 +272,11 @@ namespace UnityEngine
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public class MeshFilter : Component { public Mesh mesh { get; set; } public Mesh sharedMesh { get; set; } }
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public class ParticleSystem : Component
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{
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public void Play() { } public void Stop() { } public int particleCount => 0;
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public void Play() { } public int particleCount => 0;
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public MainModule main => default;
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public int GetParticles(Particle[] p) => 0;
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public void SetParticles(Particle[] p, int n) { }
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public struct MainModule { public bool playOnAwake; public float simulationSpeed; public MinMaxGradient startColor; }
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public struct MainModule { public bool playOnAwake; public MinMaxGradient startColor; }
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public struct MinMaxGradient { public Color color; public MinMaxGradient(Color c) { color = c; } public static implicit operator MinMaxGradient(Color c) => new MinMaxGradient(c); }
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public struct EmissionModule { }
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public struct Particle { public Vector3 position; public Color32 startColor; }
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@@ -10,7 +10,6 @@ namespace Wizard.Story
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namespace Wizard.Story.ChapterSelection
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{
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public partial class CommonPrefabContainer { }
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public class TitlePanelBase : UnityEngine.MonoBehaviour { public bool IsFinishInit { get; } }
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}
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