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