- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38 CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo <-> VfxBase). These are on the resolution path. Fixed to match decomp. - UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32 conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween). - ITouchProcessor was dropped from touch-processor stubs by base-clause recovery; re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated full-surface stubs, interface+no-op members for the empty hand stubs). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
67 lines
3.2 KiB
C#
67 lines
3.2 KiB
C#
// AUTHORED SHIM (not copied). Re-attaches ITouchProcessor to the touch-processor
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// stubs. m1_baseclauses.py drops interfaces from recovered base clauses (to avoid
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// CS0535), but copied battle code converts these processors to ITouchProcessor
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// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
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// resolution path — these are compile-only ballast, so the members are no-ops.
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Touch
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{
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// Generated full-surface stubs already carry Start/Update/End/CheckIsEnd —
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// only the dropped interface needs re-declaring.
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public partial class CardTouchProcessorBase : ITouchProcessor { }
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public partial class ChoiceTouchProcessor : ITouchProcessor { }
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public partial class DeckTouchProcessor : ITouchProcessor { }
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public partial class EvolutionTouchProcessor : ITouchProcessor { }
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public partial class FusionSimpleProcessor : ITouchProcessor { }
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public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { }
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public partial class SelectCardProcessor : ITouchProcessor { }
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// Empty hand stubs: supply the four ITouchProcessor members as no-ops.
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public partial class SkillTargetSelectTouchProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class SetCardProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EvolutionSimpleProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EmotionTouchProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class ClassBuffTouchProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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// Decomp: DetailPanelTouchProcessor : CardTouchProcessorBase; the hand stub omits
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// the base, so supply the interface members directly like the other empty stubs.
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public partial class DetailPanelTouchProcessor : ITouchProcessor
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{
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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}
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