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

16 lines
690 B
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.UI.Profile\Page.cs
using UnityEngine;
namespace Wizard.UI.Profile
{
public partial class Page
{
public delegate void DelegatePage(bool isAnimate, int beforeClassId, int afterClassId);
private DelegatePage _onChangeActive;
private DelegatePage _onChangeInactive;
private DelegatePage _onExecuteSetActive;
private bool _isActive;
protected void SetCallback(DelegatePage onChangeActive, DelegatePage onChangeInactive, DelegatePage onExecuteSetActive) { }
public void SetActive(bool isActive, bool isAnimate, int beforeClassId, int afterClassId) { }
}
}