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

50 lines
3.6 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\BattleEnemyView.cs
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.View
{
public partial class BattleEnemyView
{
protected string HandDeckObjectName { get; set; }
protected string InPlayCardObjectName { get; set; }
protected string CemeteryObjectName { get; set; }
protected string BanishObjectName { get; set; }
public EnemyChoiceBraveButtonUI EnemyChoiceBraveButtonUI { get; set; }
public Transform ChoiceBraveButtonTransform { get; set; }
public bool IsShowCantChoiceBraveText { get; set; }
public BattleEnemyView(BattleEnemy battlePlayer) { }
public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void RegisterPlayCard(BattleCardBase actCard) { }
public void DisableSettingFlag() { }
public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private void FloatCardUpwardsDuringAttack(IBattleCardView cardInvolvedInAttack, float timeToReachTopPosition) { }
public VfxBase UpdateHandsSelectState(bool isSelecting) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public bool IsTouchable() => default!;
public void SetTouchable(bool enable) { }
public void ClearPlayQueue() { }
public void ShowCommonPanel() { }
protected AttackSelectControl CreateAttackSelectControl() => default!;
protected HandViewBase CreateHandView(GameObject gameObject) => default!;
protected PlayQueueViewBase CreatePlayQueueView() => default!;
protected InPlayViewBase CreateInPlayView(GameObject gameObject) => default!;
public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void ShowChoiceBraveButton(bool isNewReplay) { }
public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
public void HideChoiceBraveButton() { }
public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
public void HideChoiceBraveButtonPulsateEffect() { }
public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public Vector3 GetBPLabelPosition() => default!;
}
}