Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/UIManager.g.cs

112 lines
6.1 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\UIManager.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BestHTTP;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.View.Vfx;
using Wizard.Dialog.Setting;
using Wizard.UI.ReportToManagement;
public partial class UIManager
{
public partial class ChangeViewSceneParam { }
public enum ViewScene
{
None,
MyPage,
Battle,
Room,
RankMatch,
ClassSelectionPage,
StorySelectPage,
StorySelectionWorld,
QuestSelectionPage,
DeckList,
DeckCardEdit,
CardAllList,
Sealed,
SealedCardPackOpen,
SealedDeckEdit,
Gacha,
BuildDeckPurchasePage,
CardSleevePurchasePage,
ClassSkinPurchasePage,
Profile,
Mission,
BattlePass,
Bingo,
CrossoverPortal,
NeutralPopularityVote,
LeaderPopularityVote }
public UIRoot UIManagerRoot;
public Camera UIRootLoadingCamera;
public DeckCreateMenuUI _deckCreateMenuOriginal;
public bool isErrorProc;
public bool isRetryProc;
public bool isNoAvailMemory;
public Footer _Footer { get; set; }
public GameObject MyPageUICameraObj { get; set; }
public NguiObjs TextInputDialogPrefab { get; set; }
public DrumrollDialog DrumrollDialogPrefab { get; set; }
public DialogBase NowOpenDialog { get; set; }
public UIRoot UIRootSystem { get; set; }
public bool isBattleRecovery { get; set; }
public WebViewHelper WebViewHelper { get; set; }
public bool IsTouchable { get; set; }
public Camera getCamera() => default!;
public string GetSceneAssetPath(UIAtlasManager.AssetBundleNames assetname, string singlebundlename = "", bool isload = false) => default!;
public void AddResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
public void RemoveResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
public List<UIAtlas> GetAtlasList() => default!;
public void DestroyView(ViewScene scene) { }
public UIBase GetUIBase(ViewScene scene) => default!;
public void OverrideSceneParam(ViewScene scene, object sceneParam) { }
public T GetSceneParam<T>(ViewScene scene) where T : class => default!;
public void ChangeViewScene(ViewScene nextScene, ChangeViewSceneParam param = null, object sceneParam = null) { }
public void OnReadyViewScene(bool isFadein, Action onFinishChangeView = null, Action onFinishFadeIn = null) { }
public void Force_Increment_LockCountChangeView() { }
public void Force_Decrement_LockCountChangeView() { }
public void UpdateFooterMenuTexture(ViewScene scene) { }
public ViewScene GetCurrentScene() => default!;
public bool IsCurrentScene(ViewScene scene) => default!;
public UIBase GetUiBaseOfCurrentScene() => default!;
public void OpenNotTouch() { }
public void offNotTouch() { }
public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => default!;
public DialogBase CreateConfirmationDialog(string message) => default!;
public void dialogAllClear() { }
public bool isOpenDialog() => default!;
public VfxBase CreateNowLoadingVfx(VfxBase loadResourcesVfx) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void createInSceneCenterLoading(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
public LoadingInScene createInSceneLoadingMatching(bool notBlack = false, bool notCollider = false) => default!;
public void createInSceneNotNetwork() { }
public void closeInSceneNotNetwork() { }
public void CreatFadeClose(Action onFinishCallback = null) { }
public bool isFading() => default!;
public void CardLoadSelect(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, Action onFinish = null, bool isDefaultSleeve = false, CardMaster.CardMasterId cardMasterId = CardMaster.CardMasterId.Default) { }
public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
// Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
// exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
// CardCreatorBase.CreateCard on the createNullView:false path) resolve headless instead of
// NRE-ing on a null manager. Was `default!`.
public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
public void setBackScene(GameObject obj, ViewScene backScene) { }
public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
public void RemoveNowSceneBackButtonParameter() { }
public void ShowFooterMenu(bool isShow) { }
public static void SetObjectToGrey(GameObject o, bool b, Color? enableTextColor = null, Dictionary<Color32, AllLabelColorChanger.ColorSet> changeColorDict = null) { }
public void CommonRetry() { }
public FirstTips CheckFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0) => default!;
public FirstTips StartFirstTips(IEnumerable<FirstTips.TipsType> tipsTypes, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
public void SetLayerRecursive(Transform parentObj, int layer) { }
public void AttachAtlas(GameObject obj, bool isTargetChildren = true) { }
public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true) { }
public bool IsQuitDialog() => default!;
public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
public void CreateAssetFileErrorDialog() { }
}