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

19 lines
1.2 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\LoadAndPlayEffectVfx.cs
using System;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class LoadAndPlayEffectVfx
{
public string LoadFileName { get; set; }
public WaitLoadEffectAndSetSeVfx WaitLoadEffectAndSetSeVfxData { get; set; }
public PlayEffectAndSeVfx PlayEffectAndSeVfxData { get; set; }
public LoadAndPlayEffectVfx(string fileName, string criSeName, Transform baseTransform, float waitTime) { }
public LoadAndPlayEffectVfx(string fileName, string criSeName, Transform baseTransform, float waitTime, bool isFollowAll) { }
public LoadAndPlayEffectVfx(string fileName, string criSeName, Vector3 position, float waitTime, int layer = -1) { }
public LoadAndPlayEffectVfx(string fileName, string criSeName, Func<Vector3> getPosition, float waitTime, int layer = -1) { }
private void Setup(string fileName, string criSeName, Func<Vector3> getPosition, float waitTime, int layer = -1) { }
private void Setup(string fileName, string criSeName, Transform transform, float waitTime, bool isFollowAll) { }
}
}