Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/SkillEffectBattleVfx.g.cs
gamer147 67f91e230e port(m1): wave 6a — GameMgr setters, Tab MonoBehaviour, OpeningVfx members, Vfx stubs (838->772)
- GameMgr.Is{Network,AINetwork,Watch,Replay,Puzzle,AdminWatch}Battle: read-only => settable (CS0200, Matching/NetworkBattleManagerBase assign them).
- Tab : MonoBehaviour (inherits Object.name; CS1061 x8).
- OpeningVfx: static OpenningLogStep, ShowBattleUIImmediatelyVfx (NullVfx, F1 contract), nested WaitVoiceEndVfx (CS0117/0426 x14).
- Generated no-op stubs EffectBattleVfxBase/SkillEffectBattleVfx/FallToGroundVfx/ThinkIconShowVfx (: SequentialVfxPlayer chain), baseclauses reattached.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:43:47 -04:00

15 lines
1.6 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillEffectBattleVfx.cs
using System;
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class SkillEffectBattleVfx
{
public SkillEffectBattleVfx(EffectBattle effect, Func<Vector3> startPosition, IBattleResourceMgr resourceMgr, Func<Vector3> getTargetPositionFunc, float delay, bool isPlayer, IBattleCardView battleCardView, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, float animationTime, IBattleCardView targetCardView = null) : base(effect, battleCardView, resourceMgr, getTargetPositionFunc) { }
public SkillEffectBattleVfx(EffectBattle effect, IBattleCardView cardView, IBattleResourceMgr resourceMgr, Func<Vector3> startPosition, Func<Vector3> getTargetPositionFunc, float delay, float animationTime, EffectMgr.MoveType moveType, bool isPlayer, Color color) : base(effect, cardView, resourceMgr, getTargetPositionFunc) { }
public SkillEffectBattleVfx(EffectBattle effect, IBattleCardView cardView, IBattleResourceMgr resourceMgr, Func<Vector3> startPosition, Func<Vector3> getTargetPositionFunc, float delay, float animationTime, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, bool isPlayer) : base(effect, cardView, resourceMgr, getTargetPositionFunc) { }
private void InitializeSkillEffectVfx(float delay, EffectMgr.MoveType moveType, EffectMgr.TargetType targetType, Func<Vector3> startPosition, float animationTime, bool isPlayer, IBattleCardView targetCardView = null) { }
}
}