- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList, VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at NullVfx.GetInstance() (it called a non-existent NullVfx.Create). - Static factories: SkillTargetSelectTouchProcessor.Create (10-arg), DialogReportToManagement.Create(long). - Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the recurring session-6 gap; generator event-capture fix still pending). - Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy their implicit base() call. - Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
77 lines
4.8 KiB
C#
77 lines
4.8 KiB
C#
// AUTHORED SHIM (not copied). Re-attaches ITouchProcessor to the touch-processor
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// stubs. m1_baseclauses.py drops interfaces from recovered base clauses (to avoid
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// CS0535), but copied battle code converts these processors to ITouchProcessor
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// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
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// resolution path — these are compile-only ballast, so the members are no-ops.
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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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using Wizard.Battle.Player.Emotion;
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using Wizard.Battle.Resource;
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namespace Wizard.Battle.Touch
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{
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// Generated full-surface stubs already carry Start/Update/End/CheckIsEnd —
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// only the dropped interface needs re-declaring.
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public partial class CardTouchProcessorBase : ITouchProcessor { }
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public partial class ChoiceTouchProcessor : ITouchProcessor { }
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public partial class DeckTouchProcessor : ITouchProcessor { }
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public partial class EvolutionTouchProcessor : ITouchProcessor { }
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public partial class FusionSimpleProcessor : ITouchProcessor { }
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public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { }
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public partial class SelectCardProcessor : ITouchProcessor { }
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// Empty hand stubs: supply the four ITouchProcessor members as no-ops.
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public partial class SkillTargetSelectTouchProcessor : ITouchProcessor
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{
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public static SkillTargetSelectTouchProcessor Create(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, List<BattleCardBase> selectCards, bool isEvolve, bool isChoiceBrave, BattleCardBase transformCard = null, Action onCompleteLastProcess = null, Action onCancelLastProcess = null) => default!;
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class SetCardProcessor : ITouchProcessor
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{
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public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EvolutionSimpleProcessor : ITouchProcessor
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{
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public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List<SkillBase> selectSkills, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func<VfxBase> onStartEvolveSkillTargetSelect = null) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EmotionTouchProcessor : ITouchProcessor
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{
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public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class ClassBuffTouchProcessor : ITouchProcessor
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{
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public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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// Decomp: DetailPanelTouchProcessor : CardTouchProcessorBase; the hand stub omits
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// the base, so supply the interface members directly like the other empty stubs.
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public partial class DetailPanelTouchProcessor : ITouchProcessor
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{
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public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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}
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