port(m1): wave 6g — CS1061 member cluster (304->236)
- Friend.PlayerData full-surface generated (18 members) + hand stub -> partial. - Wizard.RoomMatch.Player: 7 friend-info props (ViewerId/Name/Rank/Emblem/Degree/Country/IsFriend). - GameMgr: HasAuthAdmin, ChangeAspectRatio(float), Update(). - Cute.SceneManager: ChangeScene overloads + SceneChangeParameter (+SceneChangeParameter stub). - UnityEngine.SceneManagement.SceneManager + Scene; RedShellSDK.RedShellSDK statics. - Packet.Attachments; Vector2.Dot/Angle/Normalize. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
12
SVSim.BattleEngine/Shim/External/LooseEnds.cs
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12
SVSim.BattleEngine/Shim/External/LooseEnds.cs
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@@ -133,7 +133,17 @@ namespace Facebook.Unity
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public static void LogOut() { }
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public static void LogOut() { }
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}
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}
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}
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}
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namespace RedShellSDK { internal class _ShimAnchor { } }
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namespace RedShellSDK
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{
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public static class RedShellSDK
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{
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public static void SetApiKey(string apiKey) { }
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public static void SetUserId(string userId) { }
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public static void SetVerboseLogs(bool verbose) { }
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public static void MarkConversion() { }
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public static void LogEvent(string type) { }
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}
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}
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namespace ZXing
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namespace ZXing
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{
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{
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public enum BarcodeFormat { QR_CODE, AZTEC, CODE_128, EAN_13 }
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public enum BarcodeFormat { QR_CODE, AZTEC, CODE_128, EAN_13 }
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36
SVSim.BattleEngine/Shim/Generated/Friend_PlayerData.g.cs
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36
SVSim.BattleEngine/Shim/Generated/Friend_PlayerData.g.cs
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@@ -0,0 +1,36 @@
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// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UIFriend\Friend.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard.ErrorDialog;
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namespace Wizard.UIFriend
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{
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public partial class Friend
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{
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public partial class PlayerData
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{
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public int ViewerId;
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public int ApplyId;
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public string Name;
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public long EmblemId;
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public int DegreeId;
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public int Rank;
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public string Country;
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public DateTime ApplyTime;
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public DateTime ApplyReceivedTime;
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public DateTime BattleTime;
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public DateTime TaskTime;
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public bool isFriend;
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public bool isFriendApply;
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public bool isFriendApplyRecived;
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public BattleParameter BattleParameter;
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public bool IsSameGuildMember { get; set; }
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public int MissionType { get; set; }
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public PlayerData(string in_Name, long in_EmblemId, int in_DegreeId, int in_Rank, string in_Country) { }
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public void Copy(UserFriend src) { }
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}
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}
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}
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@@ -85,6 +85,9 @@ public class GameMgr
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public bool IsNetworkBattle { get; set; }
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public bool IsNetworkBattle { get; set; }
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public bool IsAINetwork { get; set; }
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public bool IsAINetwork { get; set; }
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public bool IsPuzzleQuest { get; set; }
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public bool IsPuzzleQuest { get; set; }
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public bool HasAuthAdmin { get; set; }
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public void ChangeAspectRatio(float newAspectRatio) { }
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public void Update() { }
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private EffectMgr _effect;
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private EffectMgr _effect;
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private SoundMgr _sound;
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private SoundMgr _sound;
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@@ -20,6 +20,9 @@ namespace UnityEngine
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public float sqrMagnitude => x * x + y * y;
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public float sqrMagnitude => x * x + y * y;
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public Vector2 normalized { get { float m = magnitude; return m > 1e-6f ? new Vector2(x / m, y / m) : zero; } }
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public Vector2 normalized { get { float m = magnitude; return m > 1e-6f ? new Vector2(x / m, y / m) : zero; } }
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public static float Distance(Vector2 a, Vector2 b) => (a - b).magnitude;
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public static float Distance(Vector2 a, Vector2 b) => (a - b).magnitude;
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public static float Dot(Vector2 a, Vector2 b) => a.x * b.x + a.y * b.y;
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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 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, 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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@@ -58,7 +58,19 @@ namespace UnityEngine
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// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
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// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
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namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
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namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
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namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
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namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
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namespace UnityEngine.SceneManagement { internal class _ShimAnchor { } }
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namespace UnityEngine.SceneManagement
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{
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internal class _ShimAnchor { }
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public struct Scene { public string name => ""; public int buildIndex => 0; public bool IsValid() => false; public bool isLoaded => false; }
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public static class SceneManager
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{
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public static void LoadScene(string sceneName) { }
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public static void LoadScene(int sceneBuildIndex) { }
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public static Scene GetActiveScene() => default;
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public static Scene GetSceneByName(string name) => default;
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public static int sceneCount => 0;
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}
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}
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namespace UnityEngine.SocialPlatforms
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namespace UnityEngine.SocialPlatforms
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{
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{
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// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses
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// NOTE: no IAchievementCallback here -- the engine's AchievementImpl uses
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@@ -101,7 +101,14 @@ namespace Wizard.RoomMatch
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namespace Cute
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namespace Cute
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{
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{
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public class SceneManager { }
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public class SceneChangeParameter { public bool KeepAssets; public SceneType BeforeScene; public SceneType NextScene; public string NextState; }
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public class SceneManager
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{
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public SceneChangeParameter SceneChangeParameter = new SceneChangeParameter();
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public void ChangeScene(string next_scene) { }
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public void ChangeScene(string next_scene, string active_state) { }
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public void ChangeScene(SceneType type, string active_state = "") { }
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}
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}
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}
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namespace Wizard.Story
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namespace Wizard.Story
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@@ -124,7 +131,7 @@ namespace BestHTTP.SocketIO
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{
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{
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// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
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// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
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// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
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// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
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public sealed class Packet { }
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public sealed class Packet { public System.Collections.Generic.List<byte[]> Attachments { get; set; } }
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public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
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public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
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public sealed class Socket
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public sealed class Socket
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{
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{
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@@ -24,14 +24,14 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
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namespace Wizard.UIFriend
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namespace Wizard.UIFriend
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{
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{
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public class Friend { public class PlayerData { } }
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public partial class Friend { public partial class PlayerData { } }
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public class FriendDataBase
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public class FriendDataBase
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{
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{
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public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
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public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
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}
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}
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}
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}
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namespace Wizard.Title { public partial class GameSetup { } }
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namespace Wizard.Title { public partial class GameSetup { } }
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namespace Wizard.RoomMatch { public class Player { } }
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namespace Wizard.RoomMatch { public class Player { public long Emblem { get; set; } public int Degree { get; set; } public string Country { get; set; } public string Name { get; set; } public int Rank { get; set; } public bool IsFriend { get; set; } public int ViewerId { get; set; } } }
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// ---- namespace anchors (referenced via `using`) ----
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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.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }
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