Full-surface stubs for ICardVfxCreator(iface), SelectedStoryInfo, ImageSelection, IReadOnlyVoiceInfo, RoomConnectController(+InitializeParameter/enums), RoomRuleSetting, VideoHostingHUD(+HUDMode), TabList, BattleCardView.AttackTargetSelectInfo, ProtectionColorType. Wired hand shims partial + MonoBehaviour bases; let generated supersede hand-written nested enums (decomp-authoritative values). SocketManager kept as minimal SDK hand shim. ClosureStubs for ~14 referenced empties. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
67 lines
3.4 KiB
C#
67 lines
3.4 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story\SelectedStoryInfo.cs
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namespace Wizard.Story
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{
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public partial class SelectedStoryInfo
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{
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public StoryEntranceType StoryEntranceType { get; set; }
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public StorySectionData SectionData { get; set; }
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public ClassCharacterMasterData SectionCharaData { get; set; }
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public ClassCharacterMasterData ChapterCharaData { get; set; }
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public StoryChapterData ChapterData { get; set; }
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public int? SubChapterId { get; set; }
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public ScenarioPart Part { get; set; }
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public ScenarioOption Option { get; set; }
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public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
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public int? ReleasedChapterNum { get; set; }
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public int? ReplayChapterIndex { get; set; }
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public string[] UnlockedSelections { get; set; }
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public string ChosenUnlockChapterId { get; set; }
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public bool IsFailure { get; set; }
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public bool IsRetire { get; set; }
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public bool IsGoBadEnd { get; set; }
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public int StoryId { get; set; }
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public int SectionId { get; set; }
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public int? SectionCharaId { get; set; }
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public int? SectionClassId { get; set; }
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public int? ChapterCharaId { get; set; }
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public int? ChapterClassId { get; set; }
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public string ChapterId { get; set; }
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public UIManager.ViewScene ChapterSelectionView { get; set; }
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public bool IsTutorialCategory { get; set; }
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public bool IsTutorial { get; set; }
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public bool IsTutorialReplay { get; set; }
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public StoryApiType StoryApiType { get; set; }
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public string NextChapterId { get; set; }
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public StoryChapterData.ChapterClearStatus ClearStatus { get; set; }
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public string LastChapterClearTextId { get; set; }
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public bool ExistsSecondHalfStory { get; set; }
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public bool ExistsBattle { get; set; }
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public bool IsSkipBattle { get; set; }
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public bool IsDoBattle { get; set; }
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public bool IsFixedDeck { get; set; }
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public bool IsClassTutorial { get; set; }
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public bool IsReleasedAnotherEnding { get; set; }
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public string RouteName { get; set; }
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public bool IsFirstHalf { get; set; }
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public bool IsSecondHalf { get; set; }
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public bool IsPlayVoice { get; set; }
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public int[] StartStoryIds { get; set; }
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public int FinishStoryId { get; set; }
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public int[] AllSubStoryIds { get; set; }
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public SelectedStoryInfo(StoryEntranceType type) { }
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public void ClearInfoForSectionSelectionScene() { }
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public void ClearInfoForLeaderSelectionScene() { }
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public void ClearInfoForChapterSelectionScene() { }
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public void SetSection(int sectionId) { }
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public void SetSection(StorySectionData sectionData) { }
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public void SetSectionChara(int? charaId) { }
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public void SetSectionChara(ClassCharacterMasterData charaData) { }
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public void SetChapterChara(int? charaId) { }
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public void SetChapterChara(ClassCharacterMasterData charaData) { }
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public void SetChapter(string chapterId, int? subChapterId) { }
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public void SetChapter(StoryChapterData chapterData, int? subChapterId) { }
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public void SetPart(ScenarioPart part) { }
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public void SetOtherInfo(int releasedChapterNum, int? replayChapterIndex, string[] unlockedSelections) { }
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}
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}
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