// AUTHORED SHIM (not copied). The god-object singletons the engine reaches for // presentation/scene/effects/sound/data. These are the M0 "stop the bleed" types: // copying them re-explodes the closure into the whole app (audio, scene, UI, net), // so we shim a minimal surface. Manager GETTERS return the (copied) manager types as // null fields -- the engine only dereferences them inside never-run VFX (IsForecast // suppresses VFX) or non-battle code paths, so a null is harmless headless and avoids // constructing copied types with heavy ctors. Member signatures mirror the decomp // exactly (extracted, not guessed) so call sites compile unchanged. using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class EffectMgr { public enum EffectType { NONE, CMN_CARD_DRAW_2, CMN_CARD_SET_1, CMN_CARD_SET_2, CMN_CARD_SET_3, CMN_CARD_ACCELERATE_1, CMN_CARD_CRYSTALLIZE_1, CMN_CARD_TARGET_1, CMN_CARD_TARGET_2, CMN_CARD_SELECT_3, CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6, } public static System.Collections.IEnumerator LoadAndInstantiate2dEffectCoroutine(string effectName, System.Action> finishCallback) { yield break; } public enum MoveType { NONE, SKIP, DIRECT, DIRECT_HAND, DIRECT_DECK, DIRECT_LEADER, CENTER } public enum TargetType { NONE, NONE_WAIT, SINGLE, SINGLE_ONLY_OPPONENT, AREA_ALL, AREA_OPPONENT, AREA_SELF } public enum EngineType { NONE, SHURIKEN} public Effect Start(EffectType type, Vector3 pos, Quaternion rot, int layer = -1) => null; public Effect Start(EffectType type, Vector3 pos, GameObject obj = null) => null; public Effect Stop(EffectType type) => null; public void ImmediateDestroyBattleEffectContainer() { } public void ClearBattleFeildEffect() { } public void RestUnneededEffect() { } public EffectBattle GetEffectBattle(string key) => null; public EffectBattle GetEnemyEffectBattle(string key) => null; public static MoveType ToStrMoveType(string str) => MoveType.NONE; public static EngineType ToStrEngineType(string str) => EngineType.NONE; public static TargetType ToStrTargetType(string str) => TargetType.NONE; } public partial class GameObjMgr { public GameObjMgr() { } } public class GameMgr { public GameObject m_GameManagerObj; public float ScreenAspect = 1.777f; // Six mode flags collapsed to const-false getters in Phase 4 (2026-07-02): headless // is neither watching, replaying, admin-watching, an AI-network client, a puzzle // quest, nor a "new replay" — every branch guarded on `!IsWatchBattle` etc. was a // tautology, and every branch guarded on the positive was dead code. Setters // dropped: pre-Phase-4 callers wrote `false` at end-of-battle cleanup which is now // unnecessary. public bool IsAdminWatch => false; public bool IsWatchBattle => false; public bool IsReplayBattle => false; public bool IsAINetwork => false; public bool IsPuzzleQuest => false; public bool IsNewReplayBattle => false; public bool IsAdmin => false; // IsNetworkBattle stays writable — headless PvP battles set true; SingleBattleMgr paths stay false. public bool IsNetworkBattle { get; set; } private EffectMgr _effect; private DataMgr _data; private GameObjMgr _gameObj = new GameObjMgr(); private PrefabMgr _prefab; private InputMgr _input; private BattleControl _battleCtrl; private NetworkUserInfoData _netUser; public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr(); // Headless: hand back non-null no-op instances. The copied manager types are pure // data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor // dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring). public DataMgr GetDataMgr() => _data ??= new DataMgr(); public GameObjMgr GetGameObjMgr() => _gameObj; public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr(); public InputMgr GetInputMgr() => _input ??= new InputMgr(); public BattleControl GetBattleCtrl() => _battleCtrl ??= new BattleControl(); public NetworkUserInfoData GetNetworkUserInfoData() => _netUser; public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData; public bool IsUseUnapprovedList(bool isPlayer) => false; } // UIManager surface (members, ViewScene enum, ChangeViewSceneParam) is generated from // decomp into Shim/Generated/UIManager*.g.cs. This partial keeps only the singleton + // MonoBehaviour base (gameObject/transform/StartCoroutine/StopCoroutine come from the base). public partial class UIManager : UnityEngine.MonoBehaviour { private static UIManager _ins; public static UIManager GetInstance() => _ins ??= new UIManager(); } // VideoHostingHUD (members + HUDMode enum) provided by Generated/VideoHostingHUD.g.cs namespace Wizard { public partial class DeckUpdateTask { } // UIManager no-op return types (empty stubs; methods returning them return null) public partial class LoadingViewManager { } public partial class AccountTransferHelper { } public class DialogManager { public DialogBase CreateDialogBaseOpenCardDetail(CardDetailUI detailUI) => default!; } public partial class ApplicationFinishManager { } }