Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/NullPlayerBattleView.g.cs
gamer147 795f7a6bc8 feat(battle-engine): preserve ctor base-initializers + Event/Reward shims (1386->1226)
- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' /
  ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729
  when the copied base has no parameterless ctor). Whole base-ctor cluster cleared.
- UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI
  UIInput/UIInputOnGUI legacy IMGUI path).
- Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim
  (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:10:52 -04:00

21 lines
1.2 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\NullPlayerBattleView.cs
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public partial class NullPlayerBattleView
{
public NullPlayerBattleView() : base(null) { }
public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void ShowTurnEndPulseEffect() { }
public VfxBase HideTurnEndPulseEffect() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void ShowTurnEndButton(bool showEffect) { }
public void HideTurnEndButton() { }
public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected HandViewBase CreateHandView(GameObject gameObject) => default!;
protected InPlayViewBase CreateInPlayView(GameObject gameObject) => default!;
protected PlayQueueViewBase CreatePlayQueueView() => default!;
}
}