// 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 partial interface IReadOnlyVoiceInfo { } public partial class BattleCardView { public class BuildInfo { } // AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs public virtual UnityEngine.GameObject GameObject { get; protected set; } public HandCardFrameEffectControl HandFrameEffect { get; private set; } public static HandParameter.IconLayout GetCurrentIconLayout() => default!; } public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs public abstract class BattlePlayerViewBase { public enum BattleDialogItem { Menu, Retire } public static bool AlwaysShowStatusPanel => true; } public partial class InPlayCardFrameEffectControl { } } namespace Wizard.Battle.UI { public partial class BattleLogItem : UnityEngine.MonoBehaviour { } public partial class BattleLogManager { } public partial class BattleLogWindow : UnityEngine.MonoBehaviour { public enum BattleLogType { Battle, PlayCardLog, Destruction, Information } } public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { } public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { } public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { } public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { } public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { } public partial class EvolutionConfirmation { } } namespace Wizard.Battle.Touch { public partial class SkillTargetSelectTouchProcessor { } public partial class EvolutionTouchProcessor { // events dropped by m1_stub_gen (generator does not capture `event` decls) public event global::System.Func OnFocusTarget; public event global::System.Func OnUnfocusTarget; public event global::System.Func OnSelectTarget; public event global::System.Action OnNotSelectTarget; } public partial class SetCardProcessor { } public partial class EvolutionSimpleProcessor { } public partial class EmotionTouchProcessor { } public partial class DetailPanelTouchProcessor { } public partial class ClassBuffTouchProcessor { } } namespace Wizard.Battle.Replay { public interface IReplayRecordManager { } public class NetworkBattleReplayOperationRecorder { public class RecordBattleLogParameter { } } } namespace Wizard.Replay { public partial class ReplayController { } } namespace Wizard.RoomMatch { public partial class WatchDataHandler { } // RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter) // provided by Generated/RoomConnectController*.g.cs } namespace Wizard.Story { public class StoryRecoveryData { } } namespace Wizard.UI.Common { public partial class TabList : UnityEngine.MonoBehaviour { } } namespace Wizard.UI.Dialog.ImageSelection { public partial class ImageSelection : UnityEngine.MonoBehaviour { } }