feat(battle-engine): full-surface god-object stubs (UIManager/GameObjMgr/BattleLog) 7532->5600

Generate the COMPLETE decomp member surface (not frontier-subset, which silently drops
already-provided members) for UIManager(+ViewScene/ChangeViewSceneParam), GameObjMgr,
BattleLogManager/Item, InPlayCardFrameEffectControl. UIManager/Footer base fixes:
UIManager is MonoBehaviour (singleton kept by hand via --exclude); Footer is the copied
Engine type (removed the conflicting global shim). Add HUDMode enum, Wizard manager
return-type stubs, and a closure-stubs file for 7 referenced empties.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 21:23:52 -04:00
parent de1b7362c9
commit b47741d2a5
8 changed files with 827 additions and 67 deletions

View File

@@ -1,13 +1,22 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Battle.View/InPlayCardFrameEffectControl.cs
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\InPlayCardFrameEffectControl.cs
using System;
using UnityEngine;
namespace Wizard.Battle.View
{
public partial class InPlayCardFrameEffectControl
{
public partial class InPlayCardFrameEffectControl
{
private readonly Func<CardTemplate> _getCardTemplateFunc;
private readonly Func<bool> _getIsAbleToAttackFunc;
private readonly Func<bool> _getIsUnableToAttackClassFunc;
protected CardTemplate CardTemplate { get; set; }
protected bool IsAbleToAttack { get; set; }
protected bool IsUnableToAttackClass { get; set; }
public InPlayCardFrameEffectControl(Func<CardTemplate> getCardTemplateFunc, Func<bool> getIsAbleToAttackFunc, Func<bool> getIsUnableToAttackClassFunc) { }
public virtual void UpdateCanAttackEffect(Func<bool> isUnableToAttackClassFunc = null, bool isSelfTurn = true) { }
public virtual void ToggleTargetSelectEffect(bool enable, bool isAttackTargetSelectInitiator = false) { }
public virtual void SetIsSelectingAttackTarget(bool enable) { }
protected virtual void ShowFrameEffect(Color effectColor, Action<ParticleSystem> particleSystemModifier = null) { }
public virtual void HideFrameEffect() { }
}
protected virtual GameObject GetInPlayFrameEffect() => default!;
}
}