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

32 lines
1.4 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\WitchInfomationUI.cs
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.UI
{
public partial class WitchInfomationUI
{
private new BattlePlayerBase _player;
private readonly Vector3 SPELL_CHARGE_COUNT_POSITION;
private bool _isPlayer;
public WitchInfomationUI(BattlePlayerBase battlePlayerBase, IBattlePlayerView battlePlayerView, int orderCount, int totalInfoNum) { }
public void ShowInfomation(bool playEffect) { }
public void HideInfomation() { }
public void HideOtherInfomation() { }
public void HideAllInfomation() { }
protected void ShowAlert() { }
protected void HideAlert() { }
public VfxBase LoadResources(Transform parent, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void SetUpEvent(BattlePlayerBase player) { }
public void Recovery() { }
public void SetTouchable(bool flag) { }
private void ShowCount() { }
private void HideCount() { }
private void HideAllCount() { }
private void SpellBoostCountChange(int count, GameObject SpellBoostCount) { }
private IEnumerable<BattleCardBase> SelectSpellBoostCard(IEnumerable<BattleCardBase> cardList) => default!;
}
}