Files
SVSimServer/SVSim.BattleEngine/Shim/View/TouchProcessorIfaces.cs
gamer147 57f1f0c25e port(m1): wave 7c — SelectionProcessing Parameter + Touch-processor ctors (174->158)
- Generate both SelectionProcessing Parameter classes namespace-aware (full-surface
  captures the 8-arg Main / 6-arg BattleResult ctors); drop the empty hand stubs.
- Add the missing decomp ctors to the 5 empty Touch-processor hand stubs
  (SetCard/EvolutionSimple/Emotion/ClassBuff/DetailPanel) — compile-only ballast,
  empty bodies.
- Regenerate FusionWaitProcessor.g.cs: it was a stale stub whose ctor had dropped
  its decomp `: base(...)` initializer; harmless while SetCardProcessor had an
  implicit default ctor, exposed (CS7036) once the parameterized ctor landed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 00:38:58 -04:00

76 lines
4.4 KiB
C#

// AUTHORED SHIM (not copied). Re-attaches ITouchProcessor to the touch-processor
// stubs. m1_baseclauses.py drops interfaces from recovered base clauses (to avoid
// CS0535), but copied battle code converts these processors to ITouchProcessor
// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
// resolution path — these are compile-only ballast, so the members are no-ops.
using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.View.Vfx;
using Wizard.Battle.Player.Emotion;
using Wizard.Battle.Resource;
namespace Wizard.Battle.Touch
{
// Generated full-surface stubs already carry Start/Update/End/CheckIsEnd —
// only the dropped interface needs re-declaring.
public partial class CardTouchProcessorBase : ITouchProcessor { }
public partial class ChoiceTouchProcessor : ITouchProcessor { }
public partial class DeckTouchProcessor : ITouchProcessor { }
public partial class EvolutionTouchProcessor : ITouchProcessor { }
public partial class FusionSimpleProcessor : ITouchProcessor { }
public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { }
public partial class SelectCardProcessor : ITouchProcessor { }
// Empty hand stubs: supply the four ITouchProcessor members as no-ops.
public partial class SkillTargetSelectTouchProcessor : ITouchProcessor
{
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
public partial class SetCardProcessor : ITouchProcessor
{
public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
public partial class EvolutionSimpleProcessor : ITouchProcessor
{
public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List<SkillBase> selectSkills, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func<VfxBase> onStartEvolveSkillTargetSelect = null) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
public partial class EmotionTouchProcessor : ITouchProcessor
{
public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
public partial class ClassBuffTouchProcessor : ITouchProcessor
{
public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
// Decomp: DetailPanelTouchProcessor : CardTouchProcessorBase; the hand stub omits
// the base, so supply the interface members directly like the other empty stubs.
public partial class DetailPanelTouchProcessor : ITouchProcessor
{
public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { }
public VfxBase Start() => NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
public VfxWith<ITouchProcessor> End() => default!;
public bool CheckIsEnd() => default!;
}
}