Files
SVSimServer/SVSim.BattleEngine/Shim/View/ViewUiTouchStubs.cs
gamer147 7d3d92981e port(m1): wave 7d — LoginBonus/Story data ctors + nested BuildInfo/FileNamePair (158->142)
- Add the (JsonData) ctor to the LoginBonus data hand stubs (Continuous/Normal/
  Special/FreeCardPackBox) and StoryRecoveryData (LitJson.JsonData is copied).
- Full-surface the two nested View types that only the parent's empty stub covered:
  BattleCardView.BuildInfo (14-arg ctor) and DestroyVfx.FileNamePair (ctors +
  ObjectFileName/SeFileName); add BattleCardView(BuildInfo) to the hand shim.
- Regenerate Field/Spell/UnitBattleCardView: stale stubs whose ctors had dropped the
  decomp `: base(buildInfo)` chain, exposed (CS7036) once BattleCardView lost its
  implicit default ctor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 00:42:03 -04:00

103 lines
4.0 KiB
C#

// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch
// presentation tree the engine holds references to but never drives headless
// (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their
// ORIGINAL namespaces so the copied engine's type references resolve. Members grow
// only as the compile loop demands a specific call. Most are referenced as field/
// parameter types only, so empty stubs suffice.
namespace Wizard.Battle.View
{
public partial interface IReadOnlyVoiceInfo { }
public partial class BattleCardView
{
// BuildInfo (14-arg ctor + members) provided by Generated/BattleCardView_BuildInfo.g.cs
public BattleCardView(BuildInfo buildInfo) { }
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
public virtual UnityEngine.GameObject GameObject { get; protected set; }
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
}
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
public static bool AlwaysShowStatusPanel => true;
}
public partial class InPlayCardFrameEffectControl { }
}
namespace Wizard.Battle.UI
{
public partial class BattleLogItem : UnityEngine.MonoBehaviour { }
public partial class BattleLogManager { }
public partial class BattleLogWindow : UnityEngine.MonoBehaviour
{
public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
}
public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
public partial class EvolutionConfirmation { }
}
namespace Wizard.Battle.Touch
{
public partial class SkillTargetSelectTouchProcessor { }
public partial class EvolutionTouchProcessor
{
// events dropped by m1_stub_gen (generator does not capture `event` decls)
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnFocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnUnfocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnSelectTarget;
public event global::System.Action OnNotSelectTarget;
}
public partial class SetCardProcessor { }
public partial class EvolutionSimpleProcessor { }
public partial class EmotionTouchProcessor { }
public partial class DetailPanelTouchProcessor { }
public partial class ClassBuffTouchProcessor { }
}
namespace Wizard.Battle.Replay
{
public interface IReplayRecordManager
{
void SetupRecording(BattleManagerBase battleMgr);
void SetupBattleInfoFilter();
void SetupOperateMgrEvents(BattleManagerBase battleMgr);
}
public class NetworkBattleReplayOperationRecorder
{
public class RecordBattleLogParameter { }
}
}
namespace Wizard.Replay
{
public partial class ReplayController { }
}
namespace Wizard.RoomMatch
{
public partial class WatchDataHandler { }
// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
// provided by Generated/RoomConnectController*.g.cs
}
namespace Wizard.Story
{
public class StoryRecoveryData { public StoryRecoveryData(LitJson.JsonData jsonData) { } }
}
namespace Wizard.UI.Common
{
public partial class TabList : UnityEngine.MonoBehaviour { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public partial class ImageSelection : UnityEngine.MonoBehaviour { }
}