Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/EvolutionTouchProcessor.g.cs
gamer147 4be630bd09 feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.

CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:33:37 -04:00

39 lines
2.1 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\EvolutionTouchProcessor.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class EvolutionTouchProcessor
{
private readonly BattleManagerBase _battleMgr;
private readonly BattlePlayer _battlePlayer;
private readonly IEnumerable<BattleCardBase> _targetCards;
private GameObject _lastFocusedObject;
private BattleCardBase _lastFocusedCard;
private InputMgr _inputMgr;
private IBattleResourceMgr _resourceMgr;
private bool _isForceEnd;
private bool _isDetailPanelEvolution;
public Func<VfxBase> OnAfterEvolveDragSelect;
private bool _stopSelectFlag;
private List<SkillBase> _selectSkills;
private readonly Prediction _prediction;
private readonly Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> _getSkillTargetSelectTouchProcessorFunc;
public EvolutionTouchProcessor(BattleManagerBase battleMgr, InputMgr inputMgr, IBattleResourceMgr resourceMgr, bool inDetailPanelEvolution, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc, Prediction prediction) { }
public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
protected VfxBase CreateEvolutionSelectEndVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private BattleCardBase GetBattleCardFromObject(GameObject cardObject) => default!;
public virtual VfxBase ShowEvolutionMessage() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual bool CheckIsEnd() => default!;
public void SetStopSelectFlag() { }
}
}