// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch // presentation tree the engine holds references to but never drives headless // (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their // ORIGINAL namespaces so the copied engine's type references resolve. Members grow // only as the compile loop demands a specific call. Most are referenced as field/ // parameter types only, so empty stubs suffice. namespace Wizard.Battle.View { public interface IReadOnlyVoiceInfo { } public class BattleCardView { public class BuildInfo { } public class AttackTargetSelectInfo { } } public class NonDialogPopup { public virtual void Close() { } } public abstract class BattlePlayerViewBase { public enum BattleDialogItem { Menu, Retire } } public class InPlayCardFrameEffectControl { } } namespace Wizard.Battle.UI { public class BattleLogItem { public enum CardTextureOption { Null, ForceNormal, ForceEvolution } } public class BattleLogManager { } public class AvatarBattleTitleItem { } public class AvatarBattlePassiveBonusItem { } public class AvatarBattleBonusItem { } public class BossRushEnemySpecialSkillItem { } public class MyRotationBonusItem { } public class EvolutionConfirmation { } } namespace Wizard.Battle.Touch { public class SkillTargetSelectTouchProcessor { } public class EvolutionTouchProcessor { } public class SetCardProcessor { } public class EvolutionSimpleProcessor { } public class EmotionTouchProcessor { } public class DetailPanelTouchProcessor { } public class ClassBuffTouchProcessor { } } namespace Wizard.Battle.Replay { public interface IReplayRecordManager { } public class NetworkBattleReplayOperationRecorder { public class RecordBattleLogParameter { } } } namespace Wizard.Replay { public class ReplayController { } } namespace Wizard.RoomMatch { public class WatchDataHandler { } public class RoomConnectController { public enum BattleRule { None, Bo1 } public enum PositionMode { OWNER, VISITOR, WATCHER } public class InitializeParameter { } } } namespace Wizard.Story { public class StoryRecoveryData { } } namespace Wizard.UI.Common { public class TabList { } } namespace Wizard.UI.Dialog.ImageSelection { public class ImageSelection { } }