// AUTHORED SHIM (not copied). Non-battle game types (settings widgets, error-dialog // data, login-bonus, deck-builder, story chapter-selection, room-match, socket.io) // swept into the copy closure but never driven headless. Stubbed in their ORIGINAL // namespaces so the copied engine resolves their type references. Enums are replicated // VERBATIM from decomp (integer values can be cast); classes are empty until the loop // demands a member. using UnityEngine; namespace Wizard.Dialog.Setting { // Real base of ItemButton/ItemToggle/... (copied). Abstract methods the copied // subclasses override -- without this base they fall back to the unrelated // Wizard.Item data class and CS0115 ("no method to override"). public abstract class Item : MonoBehaviour { public abstract void AddChangeCallback(EventDelegate.Callback callback); public abstract void SetActive_SeparatorLine(bool isActive); } } namespace Wizard.ErrorDialog { // Real Wizard.ErrorDialog.Data; without it Dialog.cs's unqualified `Data` falls // back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType). public class Data { public enum ContactDisplayType { _NONE_, 表示, MAX } public enum ButtonType { _NONE_, OK, リトライ, タイトルへ戻る, ホームへ戻る, アプリ終了, バージョンアップ, 推奨端末一覧, MAX } public string TitleId { get; private set; } public string BodyId { get; private set; } public bool IsDisplayContact { get; private set; } public ButtonType MainButton { get; private set; } public ButtonType SubButton { get; private set; } public int PanelDepth { get; private set; } public Data(string id, string titleId, string bodyId, string contactDisplay, string mainButton, string subButton, string panelDepth) { } } } namespace Wizard.Battle.UI { public enum CantAttackType { Null, All, Class, NotHasGuard, Unit, Max } } namespace Wizard.Battle.View { public abstract class ClassBattleCardViewBase { } public class NullBattleCardView { } } namespace Wizard.Battle.View.Vfx { // Base of the copied PuzzleBattleManager.PuzzleOpeningVfx (ctor + abstract override). public abstract class OpeningVfx : SequentialVfxPlayer { protected OpeningVfx(BackGroundBase backGround) { } public abstract void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass); } } namespace AnimationOrTween { public enum DisableCondition { DisableAfterReverse = -1, DoNotDisable, DisableAfterForward } public enum EnableCondition { DoNothing, EnableThenPlay, IgnoreDisabledState } } namespace Wizard.UI.LoginBonus { public class ContinuousData { } public class NormalData { } public class SpecialData { } public class FreeCardPackBoxData { } } namespace DeckBuilder { public class GenerateDeckCode { } public class GetDeckDataFromCode { } } namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult { public interface IProcessing { } public class Parameter { } } namespace Wizard.RoomMatch { public class PlayerControllerForWatching { } public class RoomRuleSetting { } } namespace Cute { public class SceneManager { } } namespace Wizard.Story { public enum StoryApiType { None, MainStory, LimitedStory, EventStory } public class SelectedStoryInfo { } public sealed class StoryWorldDataManager { } } namespace BestHTTP.SocketIO { public sealed class Packet { } public sealed class Socket { } public sealed class SocketManager { // Connection state enum the network agent polls (Initial/Open referenced). public enum States { Initial, Opening, Open, Paused, Reconnecting, Closed } } } // ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ---- namespace Wizard.Scripts.Network.Task { internal class _ShimAnchor { } } namespace Wizard.Scripts.Network.Task.Arena { internal class _ShimAnchor { } } namespace Wizard.Scripts.Network.Task.Arena.TwoPick { internal class _ShimAnchor { } } namespace BestHTTP.Decompression.Zlib { internal class _ShimAnchor { } }