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>
105 lines
7.9 KiB
C#
105 lines
7.9 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\NullBattlePlayerView.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.View
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{
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public partial class NullBattlePlayerView
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{
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public ITurnEndButtonUI TurnEndButtonUI { get; set; }
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public GameObject EpIcon { get; set; }
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public bool IsSelecting { get; set; }
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public HandViewBase HandView { get; set; }
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public HandControl HandControl { get; set; }
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public BattleCardBase SelectSkillActCard { get; set; }
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public GameObject TurnEndBtn { get; set; }
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public BattleCardBase m_CurrentTarget { get; set; }
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public PlayQueueViewBase PlayQueueView { get; set; }
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public AttackSelectControl AttackSelectControl { get; set; }
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public InPlayViewBase InPlayView { get; set; }
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public GameObject StatusParentPanel { get; set; }
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public GameObject AnchorL { get; set; }
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public GameObject CommonPanel { get; set; }
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public GameObject EpPanel { get; set; }
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public UIGrid HandDeck { get; set; }
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public UIGrid SetDeck { get; set; }
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public GameObject CemeteryParent { get; set; }
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public GameObject BanishParent { get; set; }
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public bool IsNowTurnEnd { get; set; }
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public Action<bool> OnCancelSkillTargetSelect { get; set; }
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public Action<bool> OnCancelPlayCard { get; set; }
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public Action OnSelect { get; set; }
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public Transform ChoiceBraveButtonTransform { get; set; }
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public bool IsShowCantChoiceBraveText { get; set; }
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public NullBattlePlayerView() { }
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public VfxBase Recovery(bool doseFirst, bool isFocusHand) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public IList<BattleCardBase> GetSelectCardList() => default!;
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public void ForceStopShowSelect() { }
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public void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true) { }
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public bool IsTouchable() => default!;
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public void LockOnEffectOff() { }
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public void ShowCommonPanel() { }
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public void DragArrowStop(BattleManagerBase battleMgr) { }
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public VfxBase HandUnfocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase HandFocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr) => default!;
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public void DisableSettingFlag() { }
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public void HideAlertDialogue() { }
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public void HideAlertDialogue(PanelMgr.BattleAlertType alertType) { }
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public bool IsShowingAlert() => default!;
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public void ClearPlayQueue() { }
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public void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null) { }
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public VfxBase RearrangeHand() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false) { }
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public void RegisterPlayCard(BattleCardBase actCard) { }
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public UIButton GetChoiceButtonFromIndex(int index) => default!;
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public GameObject GetCheckFromIndex(int index) => default!;
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public void SetTouchable(bool enable) { }
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public void HideTurnEndButton() { }
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public void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
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public void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
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public void SetCancelPlayCardWithChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards) { }
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public void ReleaseLockOnTarget() { }
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public void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max) { }
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public void StopChoiceSelectUI() { }
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public void HideCommonPanel() { }
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public void ClearSelectCardList() { }
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public void SetSelectCardList(List<BattleCardBase> list) { }
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public Vector3 GetPPLabelPosition() => default!;
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public Vector3 GetBPLabelPosition() => default!;
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public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
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public VfxBase SetIsNowTurnEnd(bool flg) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryInPlayCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryClassAndInPlayCardAttachSkillEffect() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase RecoveryBattleUI() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void ClearSelectSkillActCard() { }
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public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false) { }
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public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StartShowFusionUI(BattleCardBase actCard, IEnumerable<BattleCardBase> selectableCards, int maxSelectCount, EventDelegate onClickDecision) { }
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public VfxBase RemoveFusionSelectedCardFromHand(List<BattleCardBase> selectedCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void StopFusionUI() { }
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public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
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public VfxBase RecoveryMulligan() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount) { }
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public void UpdateFusionUi(bool isTouchableDecisionButton) { }
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public void SetNotCancelCollider(List<BattleCardBase> cards, bool isEnable) { }
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public void ShowChoiceSelectUI(BattleCardBase actCard, IList<BattleCardBase> choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave) { }
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public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public void ShowChoiceBraveButton(bool isNewReplay) { }
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public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
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public void HideChoiceBraveButton() { }
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public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
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public void HideChoiceBraveButtonPulsateEffect() { }
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public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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}
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}
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