// AUTHORED SHIM (not copied). The god-object singletons the engine reaches for // presentation/scene/effects/sound/data. These are the M0 "stop the bleed" types: // copying them re-explodes the closure into the whole app (audio, scene, UI, net), // so we shim a minimal surface. Manager GETTERS return the (copied) manager types as // null fields -- the engine only dereferences them inside never-run VFX (IsForecast // suppresses VFX) or non-battle code paths, so a null is harmless headless and avoids // constructing copied types with heavy ctors. Member signatures mirror the decomp // exactly (extracted, not guessed) so call sites compile unchanged. using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class EffectMgr { public enum EffectType { NONE, CMN_INPUT_TOUCH_1, CMN_INPUT_TOUCH_2, CMN_INPUT_DRAG_1, CMN_CARD_MOVE_1, CMN_CARD_MOVE_2, CMN_CARD_DRAW_2, CMN_CARD_DRAW_4, CMN_CARD_RETURN_1, CMN_CARD_SET_1, CMN_CARD_SET_2, CMN_CARD_SET_3, CMN_CARD_SET_4, CMN_CARD_ACCELERATE_1, CMN_CARD_CRYSTALLIZE_1, CMN_CARD_RARE_1, CMN_CARD_ATTACK_1, CMN_CARD_LANDING_1, CMN_CARD_TARGET_1, CMN_CARD_TARGET_2, CMN_CARD_TARGET_3, CMN_CARD_TARGET_4, CMN_CARD_SELECT_3, CMN_CARD_DAMAGE_1, CMN_CARD_DAMAGE_3, CMN_CARD_EVO_4, CMN_CLASS_APPEAR_1, CMN_CLASS_DESTROY_1, CMN_CLASS_DECKOUT_1, CMN_UI_COST_1, CMN_UI_COST_2, CMN_UI_COST_3, CMN_UI_COST_4, CMN_UI_EP_2, CMN_UI_EP_3, CMN_UI_EP_4, CMN_UI_EP_5, CMN_UI_EP_6, CMN_UI_TURN_1, CMN_UI_TURN_4, CMN_UI_TURN_5, CMN_UI_TURN_6, CMN_UI_YOURTURN_3, CMN_UI_TARGET_3, CMN_START_VS_1, CMN_START_VS_ST2, CMN_START_CARD_1, CMN_FRAME_BTN_1, CMN_FRAME_BTN_2, CMN_UI_HEROSKILL_1, CMN_UI_HEROSKILL_2, CMN_RESULT_TITLE_1, CMN_RESULT_TITLE_2, CMN_RESULT_TITLE_3, CMN_RESULT_LVUP_1, CMN_RESULT_RANKUP_1, CMN_RESULT_RANKDOWN_1, CMN_RESULT_TIERUP_1, CMN_RESULT_MATCH_1, CMN_RESULT_FAILED_1, CMN_RESULT_ORB_1, CMN_RESULT_ORB_2, CMN_RESULT_GAUGE_1, CMN_RESULT_GAUGE_2, CMN_RESULT_BACK_1, CMN_RESULT_BACK_2, CMN_RESULT_BACK_3, CMN_FIELD_SET_1, CMN_FIELD_SET_2, CMN_FIELD_SET_3, CMN_FIELD_SET_4, CMN_FIELD_SET_5, CMN_FIELD_SET_6, CMN_FIELD_SET_7, CMN_FIELD_SET_8, CMN_FIELD_SET_9, CMN_FIELD_SET_10, CMN_FIELD_SET_20, CMN_FIELD_SET_21, CMN_FIELD_SET_22, CMN_FIELD_SET_23, CMN_FIELD_SET_30, CMN_FIELD_SET_31, CMN_FIELD_SET_32, CMN_FIELD_SET_33, CMN_FIELD_SET_34, CMN_FIELD_SET_41, CMN_FIELD_SET_42, CMN_FIELD_SET_43, CMN_FIELD_SET_51, CMN_FIELD_SET_52, CMN_FIELD_SET_61, CMN_FIELD_SET_62, CMN_FIELD_SET_71, CMN_FIELD_SET_72, CMN_FIELD_SET_74, CMN_FIELD_SET_76, CMN_FIELD_SET_1001, CMN_FIELD_SET_1002, CMN_FIELD_SET_1003, CMN_FIELD_SET_1004, CMN_FIELD_SET_1005, CMN_FIELD_SET_1006, CMN_FIELD_SET_1007, CMN_FIELD_SET_1008, CMN_FIELD_SET_1009, CMN_FIELD_SET_1010, CMN_FIELD_SET_1011, CMN_FIELD_SET_1012, CMN_FIELD_TAP_1_1, CMN_FIELD_TAP_1_2, CMN_FIELD_TAP_2_1, CMN_FIELD_TAP_3_1, CMN_FIELD_TAP_3_2, CMN_FIELD_TAP_4_1, CMN_FIELD_TAP_4_2, CMN_FIELD_TAP_5_1, CMN_FIELD_TAP_6_1, CMN_FIELD_TAP_6_2, CMN_FIELD_TAP_7_1, CMN_FIELD_TAP_8_1, CMN_FIELD_TAP_9_1, CMN_FIELD_TAP_10_1, CMN_FIELD_TAP_10_2, CMN_FIELD_TAP_20_1, CMN_FIELD_TAP_20_2, CMN_FIELD_TAP_21_1, CMN_FIELD_TAP_21_2, CMN_FIELD_TAP_22_1, CMN_FIELD_TAP_23_1, CMN_FIELD_TAP_23_2, CMN_FIELD_TAP_30_1, CMN_FIELD_TAP_31_1, CMN_FIELD_TAP_31_2, CMN_FIELD_TAP_32_1, CMN_FIELD_TAP_33_1, CMN_FIELD_TAP_33_2, CMN_FIELD_TAP_34_1, CMN_FIELD_TAP_41_1, CMN_FIELD_TAP_42_1, CMN_FIELD_TAP_43_1, CMN_FIELD_TAP_51_1, CMN_FIELD_TAP_52_1, CMN_FIELD_TAP_61_1, CMN_FIELD_TAP_61_2, CMN_FIELD_TAP_62_1, CMN_FIELD_TAP_71_1, CMN_FIELD_TAP_72_1, CMN_FIELD_TAP_74_1, CMN_FIELD_TAP_76_1, CMN_FIELD_TAP_1001_1, CMN_FIELD_TAP_1002_1, CMN_FIELD_TAP_1003_1, CMN_FIELD_TAP_1004_1, CMN_FIELD_TAP_1005_1, CMN_FIELD_TAP_1006_1, CMN_FIELD_TAP_1007_1, CMN_FIELD_TAP_1007_2, CMN_FIELD_TAP_1008_1, CMN_FIELD_TAP_1009_1, CMN_FIELD_TAP_1010_1, CMN_FIELD_TAP_1011_1, CMN_FIELD_TAP_1012_1, CMN_MYPAGE_EVO_1, CMN_GACHA_CURSOR_1, CMN_GACHA_OPEN_2, CMN_GACHA_OPEN_3, CMN_GACHA_OPEN_4, CMN_TUTORIAL_DRAG_1, CMN_TUTORIAL_DRAG_2, CMN_TUTORIAL_TAP_1, CMN_TUTORIAL_TAP_2, CMN_TUTORIAL_NICE_1, CMN_CRAFT_CARD_1, CMN_CRAFT_CARD_2, CMN_CRAFT_ICON_1, CMN_CRAFT_TRACK_1, CMN_CRAFT_SPLASH_1, CMN_CRAFT_SPLASH_2, CMN_CRAFT_SPLASH_3, CMN_CRAFT_SPLASH_4, CMN_ENDING_IN_1, CMN_ENDING_LOGO_1, CMN_ENDING_LOGO_2, CMN_ENDING_TEXT_1, CMN_PROLOGUE_NAME_1, CMN_ARENA_ARCANE_1, CMN_ARENA_ARCANE_2, CMN_ARENA_FRAME_1, CMN_ARENA_FRAME_2, CMN_ARENA_FRAME_3, CMN_ARENA_CLASS_1, CMN_ARENA_CLASS_2, CMN_ARENA_DECIDE_1, CMN_ARENA_DECIDE_2, CMN_ARENA_DECIDE_3, CMN_ARENA_DECK_1, CMN_MAP_CHAPTER_1, CMN_MAP_MAPICON_CLEARED, CMN_MAP_MAPICON_NOTCLEARED, CMN_MAP_PLAYERICON, CMN_EMBLEM_GET_1, CMN_FRAME_CHOICE_1, CMN_FRAME_CHOICE_2, CMN_FRAME_CHOICE_3, CMN_FRAME_FUSION, CMN_FRAME_HEROSKILL_1, STT_ACT_PLAY_1, STT_ACT_GUARD_1, STT_ACT_FLAG_1, STT_ACT_REFLECTION_1, STT_LOOP_GUARD_1, STT_LOOP_UP_1, STT_LOOP_DOWN_1, STT_LOOP_SNEAK_1, STT_LOOP_REDUCTION_1, STT_LOOP_PROTECTION_1, STT_LOOP_PROTECTION_2, STT_LOOP_SKILL_INVINCIBLE_1, STT_LOOP_HOLD_4, STT_LOOP_BUFFER_1, STT_LOOP_SPELLCHARGE_1, STT_LOOP_UNATTACKED_1, STT_LOOP_UNSELECTED_1, STT_LOOP_HEAVENLYAEGIS_1, MAX, } public static System.Collections.IEnumerator LoadAndInstantiate2dEffectCoroutine(string effectName, System.Action> finishCallback) { yield break; } public enum MoveType { NONE, NONE_REF, LINEAR, LINEAR_REF, LINEAR_LOOK, LINEAR_WAIT_75, LINEAR_FROM_DECK, REVERSE, REVERSE_CLASS, SKIP, SKIP_CENTER_50, SKIP_LOOK, SKIP_LOOK_ZERO, SKIP_WAIT_75, SKIP_WAIT_75_FROM_DECK, SKIP_TO_DECK, DIRECT, DIRECT_REF, DIRECT_LOOK, DIRECT_LOOK_SELF_LEADER, DIRECT_HAND, DIRECT_SELF_HAND, DIRECT_DECK, DIRECT_LEADER, DIRECT_LEADER_REF, LOOK, PARABOLA, HOMING, HOMING_WAIT, ARC, ARC_LOOK, ARC_UPWARDS, CENTER, CENTER_SELF, CENTER_SELF_REF, CENTER_TARGET, CENTER_TARGET_REF, CENTER_SELF_ALL, CENTER_SELF_ALL_REF, CENTER_TARGET_ALL, CENTER_TARGET_ALL_REF, CENTER_SKIP, CENTER_SKIP_50, DIRECT_EPPANEL_SELF, DIRECT_EPPANEL_OPPONENT, DIRECT_CENTER_DIRECT, NONE_CENTER_TARGET_ALL } public enum TargetType { NONE, NONE_WAIT, SINGLE, SINGLE_ONLY_OPPONENT, AREA_ALL, AREA_OPPONENT, AREA_SELF } public enum EngineType { NONE, SHURIKEN, SOLID } public GameObject EffectContainer => null; public bool IsPlayerBattleEffectReady => true; public bool IsEnemyBattleEffectReady => true; public bool IsPreInEffectReady => true; public bool IsFieldEffectReady => true; public bool IsBattleUIEffectReady => true; public Effect Start(EffectType type, Vector3 pos, Quaternion rot, int layer = -1) => null; public Effect Start(EffectType type, Vector3 pos, GameObject obj = null) => null; public Effect Start(EffectType type, float posX, float posY) => null; public Effect Start(EffectType type) => null; public Effect StartTouchEffect(EffectType type, float posX, float posY) => null; public Effect StartBuff(EffectType type, GameObject obj) => null; public Effect StartBuffLookAt(EffectType type, GameObject fromObject, GameObject toObject) => null; public Effect StartBuffLookAtCamera(EffectType type, GameObject fromObject, Camera toCamera) => null; public Effect StopBuff(EffectType type, GameObject obj) => null; public Effect FadePlay(GameObject obj, float posX, float posY) => null; public Effect FadeStop(GameObject obj) => null; public Effect FadeStop(EffectType type) => null; public Effect Stop(EffectType type) => null; public List InitCommonEffect(string filePath, bool isBattle = false, bool isField = false, bool isBattleEffect = false, Action callback = null) => new List(); public List SetUIParticleShader(List effectObjList, Action callback, bool isBattle = false, bool isField = false) => new List(); public List SetUIParticleShader(GameObject effectObj, Action callback, bool isBattle = false, bool isField = false) => new List(); public List LoadUIParticleShader(GameObject effectObj, Action callback, bool isBattle) => new List(); public void SetOnlyUIParticleShader(GameObject effectObj) { } public void SetParticleShader(GameObject effectObj) { } public void ChangeMaskShader(GameObject effectObj, int stencil = 1) { } public void InitBattleEffect() { } public void InitEnemyBattleEffect() { } public void DisposeLatestMadeEffects() { } public void ClearLastCacheEffect() { } public void SetupEffectContainer() { } public void DestroyBattleEffectContainer() { } public void ImmediateDestroyBattleEffectContainer() { } public void ClearBattleFeildEffect() { } public void RestUnneededEffect() { } public EffectBattle GetEffectBattle(string key) => null; public EffectBattle GetEnemyEffectBattle(string key) => null; public static MoveType ToStrMoveType(string str) => MoveType.NONE; public static EngineType ToStrEngineType(string str) => EngineType.NONE; public static TargetType ToStrTargetType(string str) => TargetType.NONE; } public partial class GameObjMgr { public GameObjMgr() { } } public class GameMgr { public static GameMgr GetIns() => _ins ??= new GameMgr(); private static GameMgr _ins; public GameObject m_GameManagerObj; public bool IsNewReplayBattle; public bool IsAdmin; public bool IsWatchHandInvisible; public float ScreenAspect = 1.777f; public DateTime AnnounceTime; public Wizard.RankWinnerReward _rankWinnerReward; public bool IsAdminWatch { get; set; } public bool IsWatchBattle { get; set; } public bool IsReplayBattle { get; set; } public bool IsNetworkBattle { get; set; } public bool IsAINetwork { get; set; } public bool IsPuzzleQuest { get; set; } public bool HasAuthAdmin { get; set; } public void ChangeAspectRatio(float newAspectRatio) { } public void Update() { } private EffectMgr _effect; private SoundMgr _sound; private DataMgr _data; private GameObjMgr _gameObj = new GameObjMgr(); private PrefabMgr _prefab; private InputMgr _input; private BattleControl _battleCtrl; private NetworkUserInfoData _netUser; public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr(); public SoundMgr GetSoundMgr() => _sound ??= new SoundMgr(); // Headless: hand back non-null no-op instances. The copied manager types are pure // data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor // dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring). public DataMgr GetDataMgr() => _data ??= new DataMgr(); public GameObjMgr GetGameObjMgr() => _gameObj; public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr(); public InputMgr GetInputMgr() => _input ??= new InputMgr(); public BattleControl GetBattleCtrl() => _battleCtrl ??= new BattleControl(); public NetworkUserInfoData GetNetworkUserInfoData() => _netUser; public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData; public Wizard.MailTopTask GetMailTopTask() => null; public Wizard.MyPageTask GetMyPageTask() => null; public Wizard.DeckUpdateTask GetDeckUpdateTask() => null; public Wizard.CardDestructTask GetCardDestructTask() => null; public Wizard.CardCreateTask GetCardCreateTask() => null; public Wizard.MissionInfoTask GetMissionInfoTask() => null; public static void CreateIns() { _ins ??= new GameMgr(); } public void CreateMgrIns(GameObject gameobj) { } public void BuildDeckData() { } public void DestroyBattleManagements() { } public void Init() { } public void InitializeSelfInfo() { } public void SettingSelfInfo(Dictionary info, bool isWatchReplayRecovery) { } public void SettingOpponentInfo(Dictionary info, bool isWatchReplayRecovery) { } public void SettingBattleStartSelfInfo(Dictionary info) { } public void SettingBattleStartOpponentInfo(Dictionary info) { } public void SettingSelfDeck(List info) { } public bool IsUseUnapprovedList(bool isPlayer) => false; } // UIManager surface (members, ViewScene enum, ChangeViewSceneParam) is generated from // decomp into Shim/Generated/UIManager*.g.cs. This partial keeps only the singleton + // MonoBehaviour base (gameObject/transform/StartCoroutine/StopCoroutine come from the base). public partial class UIManager : UnityEngine.MonoBehaviour { private static UIManager _ins; public static UIManager GetInstance() => _ins ??= new UIManager(); public static UIManager GetIns() => GetInstance(); } // VideoHostingHUD (members + HUDMode enum) provided by Generated/VideoHostingHUD.g.cs namespace Wizard { // RankWinnerReward, CardDestructTask, CardCreateTask, MissionInfoTask already exist // in the copied set (declared in other files) -- only these three were missing. public partial class MailTopTask { } public partial class MyPageTask { } public partial class DeckUpdateTask { } // UIManager no-op return types (empty stubs; methods returning them return null) public partial class LoadingViewManager { } public partial class AccountTransferHelper { } public class DialogManager { public DialogBase CreateDialogBaseOpenCardDetail(CardDetailUI detailUI) => default!; } public partial class ApplicationFinishManager { } }