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>
78 lines
4.3 KiB
C#
78 lines
4.3 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.UI\ClassInfomationUIBase.cs
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.UI
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{
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public partial class ClassInfomationUIBase
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{
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protected readonly Vector3 PLAYER_HANDCOUNT_POSITION;
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protected readonly Vector3 PLAYER_CLASS_INFOMATION_POSITION_1;
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protected readonly Vector3 PLAYER_CLASS_INFOMATION_POSITION_2;
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protected readonly Vector3 PLAYER_CROSS_CLASS_INFORMATION_POSITION_1;
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protected readonly Vector3 PLAYER_CROSS_CLASS_INFORMATION_POSITION_2;
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private readonly Vector3 EVENT_PLAYER_CLASS_INFORMATION_POSITION_1;
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private readonly Vector3 EVENT_PLAYER_CLASS_INFORMATION_POSITION_2;
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private readonly Vector3 EVENT_PLAYER_CROSS_CLASS_INFORMATION_POSITION_1;
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private readonly Vector3 EVENT_PLAYER_CROSS_CLASS_INFORMATION_POSITION_2;
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private readonly Vector3 EVENT_ENEMY_CLASS_INFORMATION_POSITION;
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private readonly Vector3 EVENT_ENEMY_CROSS_CLASS_INFORMATION_POSITION_1;
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private readonly Vector3 EVENT_ENEMY_CROSS_CLASS_INFORMATION_POSITION_2;
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protected readonly Vector3 ENEMY_HANDCOUNT_POSITION;
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protected readonly Vector3 ENEMY_CLASS_INFORMATION_POSITION;
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protected readonly Vector3 ENEMY_CROSS_CLASS_INFORMATION_POSITION_1;
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protected readonly Vector3 ENEMY_CROSS_CLASS_INFORMATION_POSITION_2;
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protected readonly int FIRST_HAND_COUNT;
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protected readonly BattlePlayerBase _player;
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protected IBattlePlayerView _selfBattlePlayerView;
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protected readonly Vector3 PLAYER_ALERT_POSITION;
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protected readonly Vector3 ENEMY_ALERT_POSITION;
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protected readonly Vector3 PLAYER_ALERT_LABEL_POSITION;
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protected readonly Vector3 ENEMY_ALERT_LABEL_POSITION;
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protected readonly Vector2 ALERT_SIZE;
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protected readonly Vector2 ALERT_LABEL_SIZE;
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protected static readonly Color HAND_COUNT_S;
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protected static readonly Color HAND_COUNT_M;
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protected static readonly Color HAND_COUNT_L;
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protected static readonly Vector3 DOUBLE_INFO_SCALE;
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private const int HAND_CARD_WARNING_COLOR_BORDER = 7;
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protected bool _isSelectNow;
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protected bool _inCardFocus;
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protected GameObject _infomationUI;
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protected GameObject _alertObject;
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protected UILabel _alertlabel;
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protected UISprite _alertSprite;
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protected GameObject _handCount;
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protected UILabel _handCountLabel;
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protected UISprite _handCountIcon;
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protected WizardUIButton _informationButton;
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protected int _orderNum;
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protected int _totalInfoNum;
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protected bool CanShowOtherInfo { get; set; }
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public virtual GameObject GetInfomationUI() => default!;
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public ClassInfomationUIBase(BattlePlayerBase battlePlayerBase, IBattlePlayerView battlePlayerView, int orderNum, int totalInfoNum) { }
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public virtual void ShowInfomation(bool playEffect = true) { }
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public virtual void HideInfomation() { }
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public virtual void HideOtherInfomation() { }
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public virtual void HideAllInfomation() { }
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public virtual void UpdateInfomation() { }
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public void UpdateStatusPanelOnBattle(bool isPlayer) { }
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public void SetClassInformationUiPosition(bool isPlayer) { }
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protected Vector3 GetClassInfomationPosition(bool isPlayer) => default!;
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protected virtual void ShowAlert() { }
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protected virtual void HideAlert() { }
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protected void AlertReset(string text) { }
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public virtual VfxBase LoadResources(Transform parent, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public virtual void SetUpEvent(BattlePlayerBase player) { }
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public virtual void Recovery() { }
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public static Color GetHandCardCountColor(int handCardCount) => default!;
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private void UpdateHandCardCount(BattlePlayerBase battlePlayer) { }
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public void SetIsSelect(bool flg) { }
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public void SetInCardFocus(bool flg) { }
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public virtual void SetTouchable(bool flag) { }
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protected List<BattleCardBase> SelectOtherInfoTarget(List<BattleCardBase> cards) => default!;
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public virtual void NewReplayUpdateInfomation(NetworkBattleReceiver.ClassInfoUiInfo classInfo) { }
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}
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}
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