Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/HandCardFrameEffectControl.g.cs
gamer147 4b9a603cd4 feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.

Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:01:37 -04:00

21 lines
1.0 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\HandCardFrameEffectControl.cs
using System;
using UnityEngine;
namespace Wizard.Battle.View
{
public partial class HandCardFrameEffectControl
{
public partial struct FrameEffectData { }
private static readonly FrameEffectData[] FRAME_EFFECT_DATA;
private const float FRAME_PLAYBACK_SPEED_NORMAL = 0.5f;
private const float FRAME_PLAYBACK_SPEED_ADDED_EFFECT = 1f;
private Func<HandCardFrameEffectType> _funcGetFrameEffectType;
public HandCardFrameEffectType CurrentFrameEffectType { get; set; }
public HandCardFrameEffectControl(Func<HandCardFrameEffectType> func) { }
public void Show(GameObject root, HandCardFrameEffectType type = HandCardFrameEffectType.NULL) { }
public void Hide(GameObject root) { }
private void InitializeParticle(GameObject root, HandCardFrameEffectType type) { }
public static HandCardFrameEffectType[] ToStrFrameEffect(string str) => default!;
}
}