Files
SVSimServer/SVSim.BattleEngine/Shim/View/ViewUiTouchStubs.cs
gamer147 755f7fd148 port(m1): wave 6b — View base members + app-type stubs (772->696)
- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance).
- BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy.
- EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls.
- Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial).
- Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:50:10 -04:00

97 lines
3.7 KiB
C#

// AUTHORED SHIM (not copied). The battle View / UI / Touch / Replay / RoomMatch
// presentation tree the engine holds references to but never drives headless
// (IsForecast suppresses VFX; we never pump input or rendering). Stubbed in their
// ORIGINAL namespaces so the copied engine's type references resolve. Members grow
// only as the compile loop demands a specific call. Most are referenced as field/
// parameter types only, so empty stubs suffice.
namespace Wizard.Battle.View
{
public partial interface IReadOnlyVoiceInfo { }
public partial class BattleCardView
{
public class BuildInfo { }
// AttackTargetSelectInfo provided by Generated/BattleCardView_AttackTargetSelectInfo.g.cs
public virtual UnityEngine.GameObject GameObject { get; protected set; }
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
}
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
public static bool AlwaysShowStatusPanel => true;
}
public partial class InPlayCardFrameEffectControl { }
}
namespace Wizard.Battle.UI
{
public partial class BattleLogItem : UnityEngine.MonoBehaviour { }
public partial class BattleLogManager { }
public partial class BattleLogWindow : UnityEngine.MonoBehaviour
{
public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
}
public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
public partial class EvolutionConfirmation { }
}
namespace Wizard.Battle.Touch
{
public partial class SkillTargetSelectTouchProcessor { }
public partial class EvolutionTouchProcessor
{
// events dropped by m1_stub_gen (generator does not capture `event` decls)
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnFocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnUnfocusTarget;
public event global::System.Func<BattleCardBase, global::Wizard.Battle.View.Vfx.VfxBase> OnSelectTarget;
public event global::System.Action OnNotSelectTarget;
}
public partial class SetCardProcessor { }
public partial class EvolutionSimpleProcessor { }
public partial class EmotionTouchProcessor { }
public partial class DetailPanelTouchProcessor { }
public partial class ClassBuffTouchProcessor { }
}
namespace Wizard.Battle.Replay
{
public interface IReplayRecordManager { }
public class NetworkBattleReplayOperationRecorder
{
public class RecordBattleLogParameter { }
}
}
namespace Wizard.Replay
{
public partial class ReplayController { }
}
namespace Wizard.RoomMatch
{
public partial class WatchDataHandler { }
// RoomConnectController (members + BattleRule/PositionMode enums + InitializeParameter)
// provided by Generated/RoomConnectController*.g.cs
}
namespace Wizard.Story
{
public class StoryRecoveryData { }
}
namespace Wizard.UI.Common
{
public partial class TabList : UnityEngine.MonoBehaviour { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public partial class ImageSelection : UnityEngine.MonoBehaviour { }
}