Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/BishopSummonTokenInfomationUI.g.cs
gamer147 4b9a603cd4 feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.

Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:01:37 -04:00

29 lines
1.2 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\BishopSummonTokenInfomationUI.cs
using System;
using Cute;
using UnityEngine;
namespace Wizard.Battle.UI
{
public partial class BishopSummonTokenInfomationUI
{
private UILabel _costLabel;
private UILabel _attackLabel;
private UILabel _lifeLabel;
private UIPanel _panel;
private UITexture _texture;
private GameObject _attackLabelRoot;
private GameObject _lifeLabelRoot;
private BattleCardBase _chantCardToSummonToken;
public bool IsLoading { get; set; }
public void SetUnit(int cost, int attack, int life, int order, int id, BattleCardBase chantCardToSummonToken, Action onLoaded = null) { }
public void SetAmulet(int cost, int order, int id, BattleCardBase chantCardToSummonToken, Action onLoaded = null) { }
private void SetCost(int cost) { }
private void SetAttack(int attack) { }
private void SetLife(int life) { }
private void SetSortingOrder(int order) { }
private void SetTexture(int id, bool isUnit, Action onLoaded) { }
private void SetOnDrawEvent() { }
public void SetInfoUIObjectActive(bool isActive) { }
}
}