Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
87 lines
2.3 KiB
C#
87 lines
2.3 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 interface IReadOnlyVoiceInfo { }
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public class BattleCardView
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{
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public class BuildInfo { }
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public class AttackTargetSelectInfo { }
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}
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public class NonDialogPopup { public virtual void Close() { } }
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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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}
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public class InPlayCardFrameEffectControl { }
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}
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namespace Wizard.Battle.UI
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{
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public class BattleLogItem
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{
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public enum CardTextureOption { Null, ForceNormal, ForceEvolution }
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}
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public class BattleLogManager { }
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public class AvatarBattleTitleItem { }
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public class AvatarBattlePassiveBonusItem { }
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public class AvatarBattleBonusItem { }
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public class BossRushEnemySpecialSkillItem { }
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public class MyRotationBonusItem { }
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public class EvolutionConfirmation { }
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}
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namespace Wizard.Battle.Touch
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{
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public class SkillTargetSelectTouchProcessor { }
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public class EvolutionTouchProcessor { }
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public class SetCardProcessor { }
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public class EvolutionSimpleProcessor { }
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public class EmotionTouchProcessor { }
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public class DetailPanelTouchProcessor { }
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public 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 class ReplayController { }
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}
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namespace Wizard.RoomMatch
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{
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public class WatchDataHandler { }
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public class RoomConnectController
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{
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public enum BattleRule { None, Bo1 }
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}
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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 class TabList { }
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}
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namespace Wizard.UI.Dialog.ImageSelection
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{
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public class ImageSelection { }
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}
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