feat(battle-engine): VfxWith ctor arg order + Unity conversions + ITouchProcessor reattach (1102->958)

- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38
  CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo
  <-> VfxBase). These are on the resolution path. Fixed to match decomp.
- UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32
  conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween).
- ITouchProcessor was dropped from touch-processor stubs by base-clause recovery;
  re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated
  full-surface stubs, interface+no-op members for the empty hand stubs).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 23:18:35 -04:00
parent 795f7a6bc8
commit be10425819
5 changed files with 83 additions and 7 deletions

View File

@@ -103,7 +103,7 @@ namespace Wizard.Battle.View.Vfx
{
public T Value { get; set; }
public VfxWith() { }
public VfxWith(T value, VfxBase vfx) { Value = value; Vfx = vfx; }
public VfxWith(VfxBase vfx, T value) { Vfx = vfx; Value = value; }
}
// Two-value pair (engine reads .Value_1 / .Value_2 / .Vfx).