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>
34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\DamageVfxBase.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard.Battle.View.Vfx
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{
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public partial class DamageVfxBase
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{
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private const float DAMAGE_ANIMATION_LENGTH = 2.5f;
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private const float DAMAGE_TEXT_MARGIN = 0.26f;
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private const int DAMAGE_MAX_VALUE = 9999;
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private const int TEXTURE_SHEET_MAX = 16;
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private const float PLAYER_CLASS_DAMAGE_EFFECT_POSITION = 0.4f;
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private const float ENEMY_CLASS_DAMAGE_EFFECT_POSITION = 0.3f;
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protected BattleManagerBase _battleMgr;
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protected readonly IBattleCardView _targetCardView;
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private GameObject _numberObject;
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private GameObject _damageEffect;
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private bool IsLoadEnd;
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protected virtual Vector3 StartPosition { get; set; }
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protected string _effectName { get; set; }
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public bool IsEffectEnd { get; set; }
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protected DamageVfxBase(IBattleCardView targetCardView) { }
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protected IEnumerator StartShowValue(int value) => default!;
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protected virtual void HideValue() { }
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protected virtual void SetupNumberAnimation(int value) { }
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public void UpdateEffect() { }
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public void RemoveCheck() { }
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public void DestroyEffect() { }
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}
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}
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