feat(battle-engine): final type-frontier residual (Story/Title/Friend stubs, SDK anchors, Unity AndroidJavaObject/WebCamTexture)

Clears the last CS0246/CS0234 type frontier; per F3 this unmasks the AI-subsystem
member bodies (~9k member-level errors) -- next grind is extension copies + god-object
member growth.
This commit is contained in:
gamer147
2026-06-05 20:34:49 -04:00
parent 824309ec44
commit c3bd39f2cb
3 changed files with 48 additions and 1 deletions

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@@ -47,4 +47,14 @@ namespace Steamworks
{
// Steam callback wrapper (engine only references the type).
public sealed class Callback<T> { }
// Microtransaction auth response struct (referenced as a callback type arg).
public struct MicroTxnAuthorizationResponse_t { }
}
// ---- third-party SDK namespace anchors (referenced via `using`) ----
namespace Facebook { internal class _ShimAnchor { } }
namespace Facebook.Unity { internal class _ShimAnchor { } }
namespace RedShellSDK { internal class _ShimAnchor { } }
namespace ZXing { internal class _ShimAnchor { } }
namespace ZXing.QrCode { internal class _ShimAnchor { } }
namespace ZXing.QrCode.Internal { internal class _ShimAnchor { } }

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@@ -326,9 +326,13 @@ namespace UnityEngine
public class SerializeField : Attribute { }
public class HideInInspector : Attribute { }
public class ExecuteInEditMode : Attribute { }
public class ExecuteAlwaysAttribute : Attribute { }
public class AndroidJavaObject : IDisposable { public AndroidJavaObject(string className, params object[] args) { } public T Call<T>(string method, params object[] args) => default; public void Call(string method, params object[] args) { } public T Get<T>(string name) => default; public void Set<T>(string name, T val) { } public void Dispose() { } }
public class WebCamTexture : Texture { public WebCamTexture() { } public WebCamTexture(int w, int h, int fps) { } public void Play() { } public void Stop() { } public bool isPlaying => false; public Color32[] GetPixels32() => new Color32[0]; }
public class AddComponentMenu : Attribute { public AddComponentMenu(string n) { } public AddComponentMenu(string n, int o) { } }
public class ContextMenu : Attribute { public ContextMenu(string n) { } }
public class RequireComponent : Attribute { public RequireComponent(Type a) { } public RequireComponent(Type a, Type b) { } }
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class RequireComponent : Attribute { public RequireComponent(Type a) { } public RequireComponent(Type a, Type b) { } public RequireComponent(Type a, Type b, Type c) { } }
public class HeaderAttribute : Attribute { public HeaderAttribute(string h) { } }
public class TooltipAttribute : Attribute { public TooltipAttribute(string t) { } }
public class SpaceAttribute : Attribute { public SpaceAttribute() { } public SpaceAttribute(float h) { } }

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@@ -0,0 +1,33 @@
// AUTHORED SHIM (not copied). Final M1 residual: non-battle Story chapter-selection /
// Title / Friend / RoomMatch types swept into the closure but never driven headless,
// plus the namespace anchors their `using` directives target. Empty stubs (no copied
// type inherits them); members would unmask only if a battle path touched them.
namespace Wizard.Story
{
public enum StoryEntranceType { None, MainStory, LimitedStory, EventStory, AllStory }
}
namespace Wizard.Story.ChapterSelection
{
public class CommonPrefabContainer { }
public class TitlePanelBase { }
}
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
{
// Parallel to the BattleResult submodule (already shimmed); some copied files
// `using` this Main module and reference these unqualified.
public interface IProcessing { }
public class Parameter { }
}
namespace Wizard.UIFriend { public class Friend { public class PlayerData { } } }
namespace Wizard.Title { public class GameSetup { } }
namespace Wizard.RoomMatch { public class Player { } }
// ---- namespace anchors (referenced via `using`) ----
namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }
namespace Wizard.UI.Profile { internal class _ShimAnchor { } }
namespace Wizard.UI.ReportToManagement { internal class _ShimAnchor { } }
namespace Wizard.Battle.Tutorial { internal class _ShimAnchor { } }