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