Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ChoiceUtility.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
2.1 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\ChoiceUtility.cs
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle.View;
namespace Wizard.Battle.Touch
{
public partial class ChoiceUtility
{
public const string SPRITE_UNSELECTED = "btn_common_02_m2_off";
public const string SPRITE_SELECTED_NORMAL = "btn_common_02_m2_on";
public const string SPRITE_SELECTED_PRESSED = "btn_common_02_m2_on";
private const float EVOLUTION_CANCEL_ROTATION_TIME = 0.2f;
private static readonly Vector3 EVOLUTION_CANCEL_ROTATION_ANGLE;
private static readonly Vector3 CARD_DEFAULT_SCALE;
private const float CHANGE_SCALE_TIME = 0.3f;
public static int GetNumberOfCardsToSelect(SkillBase choiceSkill) => default!;
public static int GetNumberOfCardsToSelect(BattleCardBase card, bool isEvolve) => default!;
public static void ToggleChoiceButtonSprite(UIButton choiceButton, GameObject check, bool setActive, int numberOfCardsToSelect, bool isFusion = false, bool isComplete = false) { }
public static void StopChoiceEffects(List<BattleCardBase> choiceCards) { }
public static void PlayCancelEvolveChoiceAnimation(List<BattleCardBase> choiceCards, BattleManagerBase battleMgr) { }
public static bool DoesDuplicateCardNotExistInHand(BattleCardBase actingCard) => default!;
public static bool DoesChoiceCardHaveSelectSkill(BattleCardBase choiceCard, SkillBase choiceSkill) => default!;
public static void SetupActingChoiceCardToBePlayedFromQueue(BattleCardBase actingCard, BattleCardBase choiceCard, BattlePlayerBase battlePlayer, bool isChoiceBrave) { }
public static void SetupChoiceCardForSkillTargetSelect(BattleCardBase choiceCard) { }
public static List<BattleCardBase> CreateChoiceTokenCards(BattleCardBase actingCard, IBattlePlayerView playerBattleView, SkillBase choiceSkill, BattleManagerBase battleMgr) => default!;
public static List<BattleCardBase> SortSelectedChoiceCards(List<BattleCardBase> allChoiceCards, List<BattleCardBase> selectedChoiceCards) => default!;
}
}