Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ChoiceTouchProcessor.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

49 lines
2.4 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\ChoiceTouchProcessor.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class ChoiceTouchProcessor
{
protected readonly BattleCardBase _actCard;
protected readonly InputMgr _inputMgr;
protected readonly OperateMgr _operateMgr;
protected readonly BattlePlayer _battlePlayer;
protected bool _isSelectNow;
private readonly Prediction _prediction;
private readonly BattleManagerBase _battleManager;
private bool _stopFlag;
protected BattleCardBase _chosenCard;
private List<SkillBase> _choiceSkills;
private SkillBase _choiceSkill;
private List<BattleCardBase> _choiceCards;
private List<BattleCardBase> _chosenCards;
private bool _choiceCompleteFlag;
private bool _isEvolve;
private BattleCardBase _accelerateCard;
private BattleUIContainer _battleUIContainer;
private int _choiceNumber;
private const float DETAIL_PANEL_SIZE_PERCENT = 90.5f;
private CanNotTouchCardVfx _canNotTouchCardVfx;
private Action _onCompleteChoice;
private bool _isChoiceBrave;
protected bool IsSelectNow { get; set; }
public ChoiceTouchProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, Prediction prediction, List<SkillBase> choiceSkills, bool isEvolve, bool isChoiceBrave, BattleCardBase accelerateCard = null) { }
public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxWith<ITouchProcessor> End() => default!;
protected ITouchProcessor CreateAfterSelectTouchProcessor(BattleCardBase hasSelectionSkillCard) => default!;
private void EnableButtons(bool isUpdateEffectAndSprite) { }
private BattleCardBase GetCardAtMousePosition(Camera camera) => default!;
private IEnumerable<GameObject> GetTargetCards() => default!;
public virtual bool CheckIsEnd() => default!;
protected void EnableTurnEndButton() { }
private bool UseDetailShortcut() => default!;
}
}