Files
SVSimServer/SVSim.BattleEngine/Shim/View/SettingsUiStubs.cs

140 lines
6.1 KiB
C#

// AUTHORED SHIM (not copied). Non-battle game types (settings widgets, error-dialog
// data, login-bonus, deck-builder, story chapter-selection, room-match, socket.io)
// swept into the copy closure but never driven headless. Stubbed in their ORIGINAL
// namespaces so the copied engine resolves their type references. Enums are replicated
// VERBATIM from decomp (integer values can be cast); classes are empty until the loop
// demands a member.
using UnityEngine;
namespace Wizard.Dialog.Setting
{
// Real base of ItemButton/ItemToggle/... (copied). Abstract methods the copied
// subclasses override -- without this base they fall back to the unrelated
// Wizard.Item data class and CS0115 ("no method to override").
public abstract class Item : MonoBehaviour
{
public abstract void AddChangeCallback(EventDelegate.Callback callback);
public abstract void SetActive_SeparatorLine(bool isActive);
}
}
namespace Wizard.ErrorDialog
{
// Real Wizard.ErrorDialog.Data; without it Dialog.cs's unqualified `Data` falls
// back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType).
public class Data
{
public enum ContactDisplayType { }
public enum ButtonType { _NONE_, OK, , , , , , }
public string TitleId { get; private set; }
public string BodyId { get; private set; }
public bool IsDisplayContact { get; private set; }
public ButtonType MainButton { get; private set; }
public ButtonType SubButton { get; private set; }
public int PanelDepth { get; private set; }
public Data(string id, string titleId, string bodyId, string contactDisplay,
string mainButton, string subButton, string panelDepth) { }
}
}
namespace Wizard.Battle.UI
{
public enum CantAttackType { Null, All, Class, NotHasGuard, Unit}
}
namespace Wizard.Battle.View
{
// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
// The decomp ClassBattleCardViewBase also implements IClassBattleCardView; the resolution
// path casts the created view to it (ClassBattleCardBase.Setup), so re-attach the dropped
// interface here with no-op members (the leaf PlayerClassBattleCardView inherits them).
public abstract class ClassBattleCardViewBase : BattleCardView, IClassBattleCardView
{
// HEADLESS-FIX (M-HC-4a): forward the BuildInfo to the BattleCardView base so a class (leader)
// view's CardInfo resolves to its backing card — the receive ATTACK path reads CardInfo.IsClass
// (true for a leader) via AttackSelectControl.IsCardTranslatable when an attack targets the leader.
protected ClassBattleCardViewBase() { }
protected ClassBattleCardViewBase(BuildInfo buildInfo) : base(buildInfo) { }
public virtual Wizard.Battle.Player.ClassCharacter.IClassCharacter ClassCharacter => null;
public virtual void StartOutFrame() { }
public virtual void StartIntoFrame() { }
public virtual float GetCurrentClipTime() => 0f;
public virtual bool GetCurrentClipIsName(global::ClassCharaPrm.MotionType motionType) => false;
public virtual void ClearSpineObject() { }
}
public class NullBattleCardView : BattleCardView { public NullBattleCardView() { } public NullBattleCardView(BuildInfo buildInfo) : base(buildInfo) { } public static void ReleaseSharedDummy() { } } // HEADLESS-FIX (M-HC-4a): chain BuildInfo so a null-view card's CardInfo still resolves
// The decomp NullClassBattleCardView is `: NullBattleCardView, IClassBattleCardView, IBattleCardView`;
// base-clause recovery kept only the base class. IBattleCardView is satisfied via the BattleCardView
// base, but IClassBattleCardView was dropped. The generated NullClassBattleCardView stub already
// provides that interface's members (public no-ops), so just re-attach the dropped interface here.
// The resolution path's VirtualClone (createNullView) -> ClassBattleCardBase.Setup casts the null
// view to IClassBattleCardView, which throws InvalidCastException at runtime without this (M3,
// fixed-damage spell: Skill_damage.TakeDamageSingle clones the leader before applying damage).
// Compiles fine without it (it's a cast, not a member call), so the M1 loop never surfaced it.
public partial class NullClassBattleCardView : IClassBattleCardView { }
}
namespace Wizard.Battle.View.Vfx
{
// Base of the copied PuzzleBattleManager.PuzzleOpeningVfx (ctor + abstract override).
public abstract partial class OpeningVfx : SequentialVfxPlayer
{
protected OpeningVfx(BackGroundBase backGround) { }
public abstract void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass);
public static string OpenningLogStep = "";
public static VfxBase ShowBattleUIImmediatelyVfx(BattlePlayerBase battlePlayerBase, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false) => NullVfx.GetInstance();
public class WaitVoiceEndVfx : VfxBase { }
public class OpeningShowCharacterPanelVfx : SequentialVfxPlayer { }
}
}
namespace AnimationOrTween
{
public enum DisableCondition { DoNotDisable}
public enum EnableCondition { EnableThenPlay, IgnoreDisabledState }
}
namespace Wizard.UI.LoginBonus
{
}
namespace DeckBuilder
{
public partial class GenerateDeckCode { }
}
namespace Wizard.RoomMatch
{
}
namespace Cute
{
}
namespace Wizard.Story
{
public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
public partial class SelectedStoryInfo { }
public partial class StoryWorldDataManager { }
}
namespace Wizard.Title
{
}
namespace BestHTTP.SocketIO
{
}
// ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ----
namespace Wizard.Scripts.Network.Task { }
namespace Wizard.Scripts.Network.Task.Arena { }
namespace Wizard.Scripts.Network.Task.Arena.TwoPick { }
namespace BestHTTP.Decompression.Zlib { }