- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance). - BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy. - EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls. - Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial). - Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
43 lines
1.8 KiB
C#
43 lines
1.8 KiB
C#
// AUTHORED SHIM (not copied). Closure stubs for NESTED types whose unqualified
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// references survive in net-new generated no-op shells. The generator emits each
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// shell as a base-less `partial class` (it never re-emits the decomp base clause),
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// so a derived view that referenced an inherited nested type (e.g. UnitBattleCardView
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// using BattleCardView.BuildInfo) loses the inheritance path and the name resolves
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// only at NAMESPACE scope. Declaring these top-level in the decomp namespace lets the
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// shell's signatures resolve. Safe because nothing crosses the engine boundary with
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// these types (zero CS0029 mismatches) — they exist purely so the no-op shells compile.
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namespace Wizard.Battle.View
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{
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// nested in BattlePlayerViewBase (decomp); referenced unqualified by BattlePlayerView shell.
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public class BattleDialog { }
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public enum BattleDialogItem { Menu, Retire }
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// nested in BattleCardView/BattleCardBase (decomp); referenced unqualified by *BattleCardView shells.
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public class BuildInfo { }
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}
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namespace Wizard.Battle.UI
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{
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// private delegate nested in BattleLogUtility (decomp); referenced by its generated partial.
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public delegate string FuncGetCantAttackText();
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}
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namespace Wizard.RoomMatch
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{
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// nested enum in PlayerController (decomp); referenced by PlayerControllerForOwn shell.
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public enum ROOM_URI { }
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}
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namespace Wizard.RoomMatch
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{
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// referenced as field/param types by the watch/replay controller shells (off battle path).
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public class TwoPickWatchData { }
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public partial class ReplayDataHandler { }
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}
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namespace Wizard.Battle.View.Vfx
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{
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// VfxBase subclass declared in StartPickCardVfx.cs (decomp); referenced as a type by StartSummonCardVfx shell.
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public class WaitUntilCardIsQueuedToBePlayedVfx { }
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}
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