- GameMgr.Is{Network,AINetwork,Watch,Replay,Puzzle,AdminWatch}Battle: read-only => settable (CS0200, Matching/NetworkBattleManagerBase assign them).
- Tab : MonoBehaviour (inherits Object.name; CS1061 x8).
- OpeningVfx: static OpenningLogStep, ShowBattleUIImmediatelyVfx (NullVfx, F1 contract), nested WaitVoiceEndVfx (CS0117/0426 x14).
- Generated no-op stubs EffectBattleVfxBase/SkillEffectBattleVfx/FallToGroundVfx/ThinkIconShowVfx (: SequentialVfxPlayer chain), baseclauses reattached.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
153 lines
5.8 KiB
C#
153 lines
5.8 KiB
C#
// AUTHORED SHIM (not copied). Non-battle game types (settings widgets, error-dialog
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// data, login-bonus, deck-builder, story chapter-selection, room-match, socket.io)
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// swept into the copy closure but never driven headless. Stubbed in their ORIGINAL
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// namespaces so the copied engine resolves their type references. Enums are replicated
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// VERBATIM from decomp (integer values can be cast); classes are empty until the loop
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// demands a member.
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using UnityEngine;
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namespace Wizard.Dialog.Setting
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{
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// Real base of ItemButton/ItemToggle/... (copied). Abstract methods the copied
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// subclasses override -- without this base they fall back to the unrelated
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// Wizard.Item data class and CS0115 ("no method to override").
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public abstract class Item : MonoBehaviour
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{
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public abstract void AddChangeCallback(EventDelegate.Callback callback);
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public abstract void SetActive_SeparatorLine(bool isActive);
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}
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}
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namespace Wizard.ErrorDialog
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{
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// Real Wizard.ErrorDialog.Data; without it Dialog.cs's unqualified `Data` falls
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// back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType).
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public class Data
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{
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public enum ContactDisplayType { _NONE_, 表示, MAX }
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public enum ButtonType { _NONE_, OK, リトライ, タイトルへ戻る, ホームへ戻る, アプリ終了, バージョンアップ, 推奨端末一覧, MAX }
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public string TitleId { get; private set; }
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public string BodyId { get; private set; }
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public bool IsDisplayContact { get; private set; }
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public ButtonType MainButton { get; private set; }
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public ButtonType SubButton { get; private set; }
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public int PanelDepth { get; private set; }
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public Data(string id, string titleId, string bodyId, string contactDisplay,
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string mainButton, string subButton, string panelDepth) { }
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}
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}
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namespace Wizard.Battle.UI
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{
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public enum CantAttackType { Null, All, Class, NotHasGuard, Unit, Max }
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}
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namespace Wizard.Battle.View
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{
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// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
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// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
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public abstract class ClassBattleCardViewBase : BattleCardView { }
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public class NullBattleCardView : BattleCardView { }
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}
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namespace Wizard.Battle.View.Vfx
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{
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// Base of the copied PuzzleBattleManager.PuzzleOpeningVfx (ctor + abstract override).
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public abstract partial class OpeningVfx : SequentialVfxPlayer
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{
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protected OpeningVfx(BackGroundBase backGround) { }
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public abstract void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass);
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public static string OpenningLogStep = "";
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public static VfxBase ShowBattleUIImmediatelyVfx(BattlePlayerBase battlePlayerBase, bool fixDirection = false, bool isNewReplay = false, bool isBanmenkun = false) => NullVfx.Create();
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public class WaitVoiceEndVfx : VfxBase { }
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}
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}
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namespace AnimationOrTween
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{
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public enum DisableCondition { DisableAfterReverse = -1, DoNotDisable, DisableAfterForward }
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public enum EnableCondition { DoNothing, EnableThenPlay, IgnoreDisabledState }
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}
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namespace Wizard.UI.LoginBonus
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{
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public class ContinuousData { }
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public class NormalData { }
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public class SpecialData { }
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public class FreeCardPackBoxData { }
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}
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namespace DeckBuilder
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{
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public class GenerateDeckCode { }
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public partial class GetDeckDataFromCode { }
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}
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
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{
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public interface IProcessing { }
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public class Parameter { }
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}
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForWatching { }
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public partial class RoomRuleSetting { }
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}
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namespace Cute
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{
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public class SceneManager { }
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}
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namespace Wizard.Story
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{
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public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
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public partial class SelectedStoryInfo { }
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public sealed class StoryWorldDataManager { }
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}
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namespace BestHTTP.SocketIO
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{
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// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
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// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
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public sealed class Packet { }
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public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
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public sealed class Socket
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{
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public string Id => "";
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public Socket On(string eventName, SocketIOCallback callback) => this;
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public Socket Off(string eventName) => this;
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public Socket Off() => this;
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public Socket Emit(string eventName, params object[] args) => this;
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}
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public class SocketOptions
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{
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public bool AutoConnect { get; set; }
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public Transports.TransportTypes ConnectWith { get; set; }
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public PlatformSupport.Collections.ObjectModel.ObservableDictionary<string, string> AdditionalQueryParams { get; set; }
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}
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public sealed class SocketManager
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{
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public enum States { Initial, Opening, Open, Paused, Pausing, Reconnecting, Closed }
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public SocketManager(System.Uri uri) { }
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public SocketManager(System.Uri uri, SocketOptions options) { }
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public States State => States.Closed;
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public Socket Socket { get; } = new Socket();
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public Socket this[string nsp] => Socket;
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public void Open() { }
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public void Close() { }
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public void SettingRealtimeNetworkAgent(object agent) { }
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}
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}
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// ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ----
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namespace Wizard.Scripts.Network.Task { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task.Arena { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task.Arena.TwoPick { internal class _ShimAnchor { } }
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namespace BestHTTP.Decompression.Zlib { internal class _ShimAnchor { } }
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