Files
SVSimServer/SVSim.BattleEngine/Shim/View/StoryTitleStubs.cs
gamer147 755f7fd148 port(m1): wave 6b — View base members + app-type stubs (772->696)
- 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>
2026-06-05 23:50:10 -04:00

41 lines
1.6 KiB
C#

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