Generate the COMPLETE decomp member surface (not frontier-subset, which silently drops already-provided members) for UIManager(+ViewScene/ChangeViewSceneParam), GameObjMgr, BattleLogManager/Item, InPlayCardFrameEffectControl. UIManager/Footer base fixes: UIManager is MonoBehaviour (singleton kept by hand via --exclude); Footer is the copied Engine type (removed the conflicting global shim). Add HUDMode enum, Wizard manager return-type stubs, and a closure-stubs file for 7 referenced empties. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
23 lines
1.3 KiB
C#
23 lines
1.3 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\InPlayCardFrameEffectControl.cs
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using System;
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using UnityEngine;
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namespace Wizard.Battle.View
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{
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public partial class InPlayCardFrameEffectControl
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{
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private readonly Func<CardTemplate> _getCardTemplateFunc;
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private readonly Func<bool> _getIsAbleToAttackFunc;
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private readonly Func<bool> _getIsUnableToAttackClassFunc;
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protected CardTemplate CardTemplate { get; set; }
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protected bool IsAbleToAttack { get; set; }
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protected bool IsUnableToAttackClass { get; set; }
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public InPlayCardFrameEffectControl(Func<CardTemplate> getCardTemplateFunc, Func<bool> getIsAbleToAttackFunc, Func<bool> getIsUnableToAttackClassFunc) { }
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public virtual void UpdateCanAttackEffect(Func<bool> isUnableToAttackClassFunc = null, bool isSelfTurn = true) { }
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public virtual void ToggleTargetSelectEffect(bool enable, bool isAttackTargetSelectInitiator = false) { }
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public virtual void SetIsSelectingAttackTarget(bool enable) { }
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protected virtual void ShowFrameEffect(Color effectColor, Action<ParticleSystem> particleSystemModifier = null) { }
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public virtual void HideFrameEffect() { }
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protected virtual GameObject GetInPlayFrameEffect() => default!;
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}
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}
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