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>
64 lines
1.2 KiB
C#
64 lines
1.2 KiB
C#
namespace Wizard.Battle.Player.ClassCharacter;
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public class PlayerClassCharacter
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{
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public ClassCharacterBase _class { get; protected set; }
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public PlayerClassCharacter(bool isPlayer)
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{
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DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
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if (isPlayer)
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{
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if (dataMgr.Is3DSkin(isPlayer))
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{
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_class = new Player3dClassCharacter(dataMgr.GetPlayerSkinId());
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}
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else if (dataMgr.IsHighRankSkinPlayer())
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{
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_class = new PlayerHighRankSpineClassCharacter();
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}
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else
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{
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_class = new PlayerSpineClassCharacter();
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}
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}
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else if (dataMgr.Is3DSkin(isPlayer))
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{
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_class = new Enemy3dClassCharacter(dataMgr.GetEnemySkinId());
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}
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else if (dataMgr.IsHighRankSkinEnemy())
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{
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_class = new EnemyHighRankSpineClassCharacter();
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}
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else
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{
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_class = new EnemySpineClassCharacter();
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}
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}
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public void OutFrame()
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{
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_class.OutFrame();
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}
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public void IntoFrame()
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{
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_class.IntoFrame();
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}
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public float GetCurrentClipTime()
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{
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return _class.GetCurrentClipTime();
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}
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public bool GetCurrentClipIsName(ClassCharaPrm.MotionType motionType)
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{
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return _class.GetCurrentClipIsName(motionType);
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}
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public void ClearSpineObject()
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{
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_class.ClearResourceObject();
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}
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}
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