- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' / ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729 when the copied base has no parameterless ctor). Whole base-ctor cluster cleared. - UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI UIInput/UIInputOnGUI legacy IMGUI path). - Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
16 lines
1.0 KiB
C#
16 lines
1.0 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\PlayEffectAndSeVfx.cs
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using System;
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using CriWare;
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using UnityEngine;
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namespace Wizard.Battle.View.Vfx
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{
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public partial class PlayEffectAndSeVfx
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{
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public int NowStep { get; set; }
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public PlayEffectAndSeVfx(Func<GameObject> getLoadedEffectObject, Transform baseTransform, bool isFollow = false, bool isFollowPosition = false, bool isFollowAll = false) : base(getLoadedEffectObject, baseTransform, isFollow, isFollowPosition, isFollowAll) { }
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public PlayEffectAndSeVfx(Func<GameObject> getLoadedEffectObject, Vector3 position, bool isFollow = false, bool isFollowPosition = false) : base(getLoadedEffectObject, position, isFollow, isFollowPosition) { }
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public PlayEffectAndSeVfx(Func<GameObject> getLoadedEffectObject, Func<Vector3> getPosition, bool isFollow = false, bool isFollowPosition = false, int layer = -1) : base(getLoadedEffectObject, getPosition, isFollow, isFollowPosition, layer) { }
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public void Play() { }
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}
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}
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