- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' / ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729 when the copied base has no parameterless ctor). Whole base-ctor cluster cleared. - UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI UIInput/UIInputOnGUI legacy IMGUI path). - Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.8 KiB
C#
38 lines
1.8 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\AttackTargetSelectTouchProcessor.cs
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using System.Linq;
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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.Touch
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{
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public partial class AttackTargetSelectTouchProcessor
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{
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private enum MouseState
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{
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Idle,
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MoveHold,
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MoveFree
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}
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private readonly AttackSelectControl _attackSelectControl;
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private readonly IPlayerView _battlePlayerView;
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private readonly Prediction _prediction;
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public bool stopAttack;
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private bool evolve;
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private MouseState _mouseState;
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private Vector2 _positionStart;
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public EvolutionSimpleProcessor EvolutionProcessor { get; set; }
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public AttackTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction) : base(battleMgr, touchCard, inputMgr) { }
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public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
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public static bool CheckAttackToUnitNotHasGuardError(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
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private bool AttackTargetSelectable(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
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private bool HasGuardEnemy(BattleCardBase attackCard, BattlePlayerBase battleEnemy) => default!;
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private bool DragToAttack(BattleCardBase targetCard) => default!;
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protected void SetupTouchProcessorEvents() { }
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public bool CheckIsEnd() => default!;
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private bool IsShowAlert() => default!;
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public VfxWith<ITouchProcessor> End() => default!;
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private bool UseEvolutionShortcut() => default!;
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private bool UseDetailShortcut() => default!;
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}
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}
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