Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ReturnCardVfx.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

30 lines
1.9 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\ReturnCardVfx.cs
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle.Resource;
namespace Wizard.Battle.View.Vfx
{
public partial class ReturnCardVfx
{
private const float cardWidth = 200f;
private const float enemyCenterY = -225f;
private const float enemyCenterZ = -135f;
private const float playerCenterY = 55f;
private const float playerCenterZ = -135f;
private const float topY = -40f;
private const float topZ = -130f;
private const float bottomY = -40f;
private const float bottomZ = -80f;
public ReturnCardVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn, IBattleResourceMgr resourceMgr) { }
protected VfxBase CreateInPlayToHandCardVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase CreateReturnEffectVfx(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase CreateLineUpCardsVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase CreateLineUpSingleRowVfx(List<BattleCardBase> cardsToReturn, float yCoord, float zCoord, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected float CalculateXCoordInRow(int indexInLine, int totalNumberOfCardsInLine, bool isPlayer) => default!;
protected VfxBase CreateReturnCardsToHandVfx(List<BattleCardBase> playerCardsToReturn, List<BattleCardBase> enemyCardsToReturn) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase NormalImageChangeVfx(BattleCardBase card, IBattleResourceMgr resourceMgr) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}