// AUTHORED SHIM (not copied). Re-attaches ITouchProcessor to the touch-processor // stubs. m1_baseclauses.py drops interfaces from recovered base clauses (to avoid // CS0535), but copied battle code converts these processors to ITouchProcessor // (e.g. TouchProcessorStack pushes them). Touch input is not on the headless // resolution path — these are compile-only ballast, so the members are no-ops. using System; using System.Collections.Generic; using UnityEngine; using Wizard.Battle.View.Vfx; using Wizard.Battle.Player.Emotion; using Wizard.Battle.Resource; namespace Wizard.Battle.Touch { // Generated full-surface stubs already carry Start/Update/End/CheckIsEnd — // only the dropped interface needs re-declaring. public partial class CardTouchProcessorBase : ITouchProcessor { } public partial class ChoiceTouchProcessor : ITouchProcessor { } public partial class DeckTouchProcessor : ITouchProcessor { } public partial class EvolutionTouchProcessor : ITouchProcessor { } public partial class FusionSimpleProcessor : ITouchProcessor { } public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { } public partial class SelectCardProcessor : ITouchProcessor { } // Empty hand stubs: supply the four ITouchProcessor members as no-ops. public partial class SkillTargetSelectTouchProcessor : ITouchProcessor { public static SkillTargetSelectTouchProcessor Create(BattleManagerBase battleMgr, BattleCardBase actCard, List selectSkills, Prediction prediction, List selectCards, bool isEvolve, bool isChoiceBrave, BattleCardBase transformCard = null, Action onCompleteLastProcess = null, Action onCancelLastProcess = null) => default!; public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } public partial class SetCardProcessor : ITouchProcessor { public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List selectSkills, Prediction prediction, Func, List, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } public partial class EvolutionSimpleProcessor : ITouchProcessor { public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List selectSkills, Func, List, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func onStartEvolveSkillTargetSelect = null) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } public partial class EmotionTouchProcessor : ITouchProcessor { public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } public partial class ClassBuffTouchProcessor : ITouchProcessor { public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } // Decomp: DetailPanelTouchProcessor : CardTouchProcessorBase; the hand stub omits // the base, so supply the interface members directly like the other empty stubs. public partial class DetailPanelTouchProcessor : ITouchProcessor { public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { } public void StopAttackTarget() { } public VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } }