Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ICardVfxCreator.g.cs
gamer147 70a2c3e8ed feat(battle-engine): View/Room/Vfx type wave (5600->4850)
Full-surface stubs for ICardVfxCreator(iface), SelectedStoryInfo, ImageSelection,
IReadOnlyVoiceInfo, RoomConnectController(+InitializeParameter/enums), RoomRuleSetting,
VideoHostingHUD(+HUDMode), TabList, BattleCardView.AttackTargetSelectInfo, ProtectionColorType.
Wired hand shims partial + MonoBehaviour bases; let generated supersede hand-written
nested enums (decomp-authoritative values). SocketManager kept as minimal SDK hand shim.
ClosureStubs for ~14 referenced empties.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 21:33:00 -04:00

52 lines
3.3 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ICardVfxCreator.cs
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial interface ICardVfxCreator
{
VfxBase CreateDraw(Vector3 pos, bool isCardRare);
VfxBase CreatePick();
VfxBase CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxWithLoading CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxBase CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase);
VfxWithLoading CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose);
VfxBase CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false);
VfxBase CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true);
VfxBase CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false);
VfxBase CreateGuardStart();
VfxBase CreateGuardStop();
VfxBase CreateKillerStart();
VfxBase CreateKillerStop();
VfxBase CreateProtectionStart(ProtectionColorType tyep);
VfxBase CreateProtectionStop();
VfxBase CreateNotBeAttackedStart();
VfxBase CreateNotBeAttackedStop();
VfxBase CreateUntouchableStart();
VfxBase CreateUntouchableStop();
VfxBase CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass);
VfxBase CreateSneakStart();
VfxBase CreateSneakStop();
VfxBase CreateForceCantAttackStart();
VfxBase CreateForceCantAttackStop();
VfxBase CreateDrainStart();
VfxBase CreateDrainStop();
VfxBase CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView);
VfxBase CreateAttackFloatUp();
VfxBase CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount);
VfxBase CreateMoving(Vector3 pos);
VfxBase CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage);
VfxBase CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth);
VfxBase CreateMaskCardInPlay();
VfxBase CreateReflectionStart();
VfxBase CreateReflectionStop();
VfxBase CreateHeavenlyAegisStart();
VfxBase CreateHeavenlyAegisStop();
VfxBase CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect);
}
}