// 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 partial class CommonPrefabContainer { } public class TitlePanelBase : UnityEngine.MonoBehaviour { public bool IsFinishInit { get; } } } 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 { IProcessing NextProcessing { get; set; } void Execute(Parameter param); } // Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs } namespace Wizard.UIFriend { public partial class Friend { public partial class PlayerData { } } public class FriendDataBase { public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List in_LoadList) { } } } namespace Wizard.Title { public partial class GameSetup { } } 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; } } } // ---- 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 { } }