Full-surface stubs for ICardVfxCreator(iface), SelectedStoryInfo, ImageSelection, IReadOnlyVoiceInfo, RoomConnectController(+InitializeParameter/enums), RoomRuleSetting, VideoHostingHUD(+HUDMode), TabList, BattleCardView.AttackTargetSelectInfo, ProtectionColorType. Wired hand shims partial + MonoBehaviour bases; let generated supersede hand-written nested enums (decomp-authoritative values). SocketManager kept as minimal SDK hand shim. ClosureStubs for ~14 referenced empties. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
86 lines
2.6 KiB
C#
86 lines
2.6 KiB
C#
// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch
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// presentation tree the engine holds references to but never drives headless
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// (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their
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// ORIGINAL namespaces so the copied engine's type references resolve. Members grow
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// only as the compile loop demands a specific call. Most are referenced as field/
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// parameter types only, so empty stubs suffice.
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namespace Wizard.Battle.View
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{
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public partial interface IReadOnlyVoiceInfo { }
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public partial class BattleCardView
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{
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public class BuildInfo { }
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// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
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}
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public class NonDialogPopup { public virtual void Close() { } }
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public abstract class BattlePlayerViewBase
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{
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public enum BattleDialogItem { Menu, Retire }
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}
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public partial class InPlayCardFrameEffectControl { }
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}
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namespace Wizard.Battle.UI
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{
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public partial class BattleLogItem : UnityEngine.MonoBehaviour { }
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public partial class BattleLogManager { }
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public partial class BattleLogWindow : UnityEngine.MonoBehaviour
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{
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public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
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}
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public class AvatarBattleTitleItem { }
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public class AvatarBattlePassiveBonusItem { }
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public class AvatarBattleBonusItem { }
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public class BossRushEnemySpecialSkillItem { }
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public class MyRotationBonusItem { }
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public class EvolutionConfirmation { }
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}
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namespace Wizard.Battle.Touch
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{
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public class SkillTargetSelectTouchProcessor { }
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public class EvolutionTouchProcessor { }
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public class SetCardProcessor { }
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public class EvolutionSimpleProcessor { }
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public class EmotionTouchProcessor { }
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public class DetailPanelTouchProcessor { }
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public class ClassBuffTouchProcessor { }
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}
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namespace Wizard.Battle.Replay
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{
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public interface IReplayRecordManager { }
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public class NetworkBattleReplayOperationRecorder
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{
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public class RecordBattleLogParameter { }
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}
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}
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namespace Wizard.Replay
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{
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public class ReplayController { }
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}
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namespace Wizard.RoomMatch
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{
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public class WatchDataHandler { }
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// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
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// provided by Generated/RoomConnectController*.g.cs
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}
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namespace Wizard.Story
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{
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public class StoryRecoveryData { }
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}
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namespace Wizard.UI.Common
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{
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public partial class TabList : UnityEngine.MonoBehaviour { }
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}
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namespace Wizard.UI.Dialog.ImageSelection
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{
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public partial class ImageSelection : UnityEngine.MonoBehaviour { }
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}
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