// 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 UnityEngine; using Wizard.Battle.View.Vfx; 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 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 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 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 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 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 VfxBase Start() => NullVfx.GetInstance(); public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance(); public VfxWith End() => default!; public bool CheckIsEnd() => default!; } }