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

30 lines
1.5 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\PlayEffectVfx.cs
using System;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class PlayEffectVfx
{
private Func<GameObject> _getLoadedEffectObject;
private Func<Vector3> _getPosition;
protected GameObject _effectObject;
private Effect _effect;
private Transform _targetTransform;
private int _layer;
public bool IsEffectEnd { get; set; }
public bool IsFollow { get; set; }
public bool IsFollowPosition { get; set; }
public bool IsFollowAll { get; set; }
public Func<GameObject> GetLoadedGameObject { get; set; }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Transform baseTransform, bool isFollow = false, bool isFollowPosition = false, bool isFollowAll = false) { }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Vector3 position, bool isFollow = false, bool isFollowPosition = false) { }
public PlayEffectVfx(Func<GameObject> getLoadedEffectObject, Func<Vector3> getPosition, bool isFollow = false, bool isFollowPosition = false, int layer = -1) { }
private void Setup(Func<GameObject> getLoadedEffectObject, Func<Vector3> getPosition) { }
public void Play() { }
public void UpdateEffect() { }
public void RemoveCheck() { }
public void FollowTarget() { }
public void DestroyEffect() { }
}
}