Files
SVSimServer/SVSim.BattleEngine/Shim/View/ViewUiTouchStubs.cs
gamer147 4be630bd09 feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.

CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:33:37 -04:00

86 lines
2.9 KiB
C#

// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch
// presentation tree the engine holds references to but never drives headless
// (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their
// ORIGINAL namespaces so the copied engine's type references resolve. Members grow
// only as the compile loop demands a specific call. Most are referenced as field/
// parameter types only, so empty stubs suffice.
namespace Wizard.Battle.View
{
public partial interface IReadOnlyVoiceInfo { }
public partial class BattleCardView
{
public class BuildInfo { }
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
}
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
}
public partial class InPlayCardFrameEffectControl { }
}
namespace Wizard.Battle.UI
{
public partial class BattleLogItem : UnityEngine.MonoBehaviour { }
public partial class BattleLogManager { }
public partial class BattleLogWindow : UnityEngine.MonoBehaviour
{
public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
}
public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
public class EvolutionConfirmation { }
}
namespace Wizard.Battle.Touch
{
public class SkillTargetSelectTouchProcessor { }
public partial class EvolutionTouchProcessor { }
public class SetCardProcessor { }
public class EvolutionSimpleProcessor { }
public class EmotionTouchProcessor { }
public class DetailPanelTouchProcessor { }
public class ClassBuffTouchProcessor { }
}
namespace Wizard.Battle.Replay
{
public interface IReplayRecordManager { }
public class NetworkBattleReplayOperationRecorder
{
public class RecordBattleLogParameter { }
}
}
namespace Wizard.Replay
{
public partial class ReplayController { }
}
namespace Wizard.RoomMatch
{
public partial class WatchDataHandler { }
// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
// provided by Generated/RoomConnectController*.g.cs
}
namespace Wizard.Story
{
public class StoryRecoveryData { }
}
namespace Wizard.UI.Common
{
public partial class TabList : UnityEngine.MonoBehaviour { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public partial class ImageSelection : UnityEngine.MonoBehaviour { }
}