Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/Parameter__Wizard.Story.ChapterSelection.SelectionProcessing.Main.g.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

34 lines
1.9 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23/Wizard.Story.ChapterSelection.SelectionProcessing.Main/Parameter.cs
using UnityEngine;
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
{
public partial class Parameter
{
public MonoBehaviour CoroutineObject { get; set; }
public CommonPrefabContainer CommonPrefabContainer { get; set; }
public ScenarioSummary ScenarioSummary { get; set; }
public SelectedStoryInfo SelectedStoryInfo { get; set; }
public StoryChapterData ChapterData { get; set; }
public int ReleasedChapterNum { get; set; }
public int? ReplayChapterIndex { get; set; }
public string[] UnlockedSelections { get; set; }
public DialogBase SubChapterSelectionDialog { get; set; }
public int? SubChapterId { get; set; }
public bool? IsPlayVoice { get; set; }
public ClassCharacterMasterData CharaDataSelectedInSummaryDialog { get; set; }
public ScenarioTemporaryVoice.DownloadInfo TemporaryVoiceDownloadInfo { get; set; }
public DialogBase DeckSelectionDialog { get; set; }
public DeckData DeckData { get; set; }
public ClassCharacterMasterData ChapterCharaData { get; set; }
public StoryEntranceType StoryEntranceType { get; set; }
public StorySectionData SectionData { get; set; }
public int SectionId { get; set; }
public int? SectionCharaId { get; set; }
public int? SectionClassId { get; set; }
public string ChapterId { get; set; }
public int? ChapterCharaId { get; set; }
public int? ChapterClassId { get; set; }
public Parameter(MonoBehaviour coroutineObject, CommonPrefabContainer commonPrefabContainer, ScenarioSummary scenarioSummary, SelectedStoryInfo selectedStoryInfo, StoryChapterData chapterData, int releasedChapterNum, string[] unlockedSelections, int? replayChapterIndex) { }
}
}