Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/SpreadOutVfx.g.cs
gamer147 2ddc86943e feat(battle-engine): re-establish dropped base clauses for net-new stubs (2704->2202 true)
The stub generator emits net-new types as base-LESS partials, so generated Vfx/View
types weren't actually VfxBase/etc. -> hundreds of CS1503/CS0029 'cannot convert to
VfxBase' at every polymorphic call site. m1_baseclauses.py recovers each generated
type's decomp base CLASS (interfaces dropped to avoid CS0535) into _BaseClauses.g.cs,
cross-namespace bases fully qualified. Generated the intermediate Vfx/processing base
types (SpreadOutVfx/OpenCardVfx/ProcessingBase/DamageVfxBase/ForecastIconVfxBase/...).
DefaultOpeningVfx regenerated WITH override (its base OpeningVfx is copied+abstract).

Clearing the polymorphism cascade + the masking base-type CS0246s unmasked the true
member-level frontier: 2202 (CS1501/CS1061/CS1503), 0 structural errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:24:22 -04:00

29 lines
1.5 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SpreadOutVfx.cs
using System.Collections.Generic;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class SpreadOutVfx
{
public partial class SortTransform { }
protected const float Z_SPAWN_OFFSET = 5f;
protected const float CARD_SORT_TIME = 0.2f;
protected const float CARD_WAIT_SORT_TIME = 0.15f;
protected const float BW_MAX = 700f;
protected const float C_BASE_X = 200f;
protected const float TOKEN_SPAWN_TIME = 0.2f;
protected const float FRAME_SPARK_TIME = 0.1f;
protected const float SPECIAL_TOKEN_FRAME_SPARK_TIME = 0.8f;
protected const float EFFECT_ALPHA_CARD_MAX = 30f;
protected const float EFFECT_ALPHA_RATE = 0.8f;
protected const float EFFECT_ALPHA_OFFSET = 0.3f;
protected bool _isVisible;
protected float GetRotationY { get; set; }
protected virtual bool IsPlaySparkEffect { get; set; }
protected VfxBase CreateSpreadOutVfx(List<BattleCardBase> drawList, bool isSpecialTokenDraw = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected Vector3 GetSortPosition(List<BattleCardBase> drawList, int i, int cNum) => default!;
protected Vector3 GetSortRotation(List<BattleCardBase> drawList, int i, int cNum) => default!;
protected List<SortTransform> GetSortTransforms(List<BattleCardBase> drawList) => default!;
}
}