- 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>
41 lines
1.6 KiB
C#
41 lines
1.6 KiB
C#
// AUTHORED SHIM (not copied). Final M1 residual: non-battle Story chapter-selection /
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// Title / Friend / RoomMatch types swept into the closure but never driven headless,
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// plus the namespace anchors their `using` directives target. Empty stubs (no copied
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// type inherits them); members would unmask only if a battle path touched them.
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namespace Wizard.Story
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{
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public enum StoryEntranceType { None, MainStory, LimitedStory, EventStory, AllStory }
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}
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namespace Wizard.Story.ChapterSelection
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{
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public partial class CommonPrefabContainer { }
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public class TitlePanelBase { }
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}
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
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{
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// Parallel to the BattleResult submodule (already shimmed); some copied files
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// `using` this Main module and reference these unqualified.
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public interface IProcessing { }
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public class Parameter { }
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}
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namespace Wizard.UIFriend
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{
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public class Friend { public class PlayerData { } }
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public class FriendDataBase
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{
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public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
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}
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}
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namespace Wizard.Title { public partial class GameSetup { } }
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namespace Wizard.RoomMatch { public class Player { } }
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// ---- namespace anchors (referenced via `using`) ----
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namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }
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namespace Wizard.UI.Profile { internal class _ShimAnchor { } }
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namespace Wizard.UI.ReportToManagement { internal class _ShimAnchor { } }
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namespace Wizard.Battle.Tutorial { internal class _ShimAnchor { } }
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