using System.Collections.Generic; using UnityEngine; using Wizard; // PASS-8/Phase-1 STUB: 1,066-line client-side mypage hub reduced to its compile-time // surface. Nothing constructs a MyPageMenu in the headless node; the ~50 external // callers reach `MyPageMenu.Instance.Foo()` from UI event handlers that never fire on // the node's IsRecovery=true receive path. `Instance` returns null so those chains // NRE at read-time if they ever ran — they don't. The three genuinely-static members // (IsMyPageRequestEnd flag, SetEnableReloadCard, CreateDialogForTutorial) return // defaults that match the "no UI ran" state. public class MyPageMenu : UIBase { public static MyPageMenu Instance => null; public MyPageItemHome HomeMenu => null; public bool IsEnableFooterCurrentMenu => false; public bool IsVisible => false; public bool _treasureBoxCpRewardDialogClosed => true; public bool IsFirstGuid => false; public TopBar TopBar { get; set; } public MyPageCustomBGControl CustomBGControl => null; public static void SetEnableReloadCard() { } public static DialogBase CreateDialogForTutorial() => null; public void ChangeMenu(int index, bool isCutCardMotion = false) { } public void ChangeMyPageBG(MyPageDetail.BGType type, string id) { } public void FinishTutorialMode() { } public void ResetFirstGuide() { } public void OnReadGift() { } public void SetGuideEffect(Transform parent, Vector3 localPosition, float rotation) { } public void SetGuideToOkOnlyDialog(DialogBase dialog) { } public void UpdateMissionCount() { } public void UpdateCrystalCount() { } public void UpdateRupyCount() { } public void GoToCardDeck() { } public void GoToChallengeMenu() { } public void GoToColosseum(bool isColosseumTask = true) { } public void GoToCompetition() { } public void GoToConventionActionMenu(ConventionInfo conventionInfo) { } public void GoToConventionListMenu() { } public void GoToFreeMatch() { } public void GoToPracticeTypeSelect() { } public void GoToShopCard() { } public void GoToShopSupply() { } }