Files
SVSimServer/SVSim.BattleEngine/Shim/View/ViewUiTouchStubs.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

87 lines
2.3 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 interface IReadOnlyVoiceInfo { }
public class BattleCardView
{
public class BuildInfo { }
public class AttackTargetSelectInfo { }
}
public class NonDialogPopup { public virtual void Close() { } }
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
}
public class InPlayCardFrameEffectControl { }
}
namespace Wizard.Battle.UI
{
public class BattleLogItem
{
public enum CardTextureOption { Null, ForceNormal, ForceEvolution }
}
public class BattleLogManager { }
public class AvatarBattleTitleItem { }
public class AvatarBattlePassiveBonusItem { }
public class AvatarBattleBonusItem { }
public class BossRushEnemySpecialSkillItem { }
public class MyRotationBonusItem { }
public class EvolutionConfirmation { }
}
namespace Wizard.Battle.Touch
{
public class SkillTargetSelectTouchProcessor { }
public class EvolutionTouchProcessor { }
public class SetCardProcessor { }
public class EvolutionSimpleProcessor { }
public class EmotionTouchProcessor { }
public class DetailPanelTouchProcessor { }
public class ClassBuffTouchProcessor { }
}
namespace Wizard.Battle.Replay
{
public interface IReplayRecordManager { }
public class NetworkBattleReplayOperationRecorder
{
public class RecordBattleLogParameter { }
}
}
namespace Wizard.Replay
{
public class ReplayController { }
}
namespace Wizard.RoomMatch
{
public class WatchDataHandler { }
public class RoomConnectController
{
public enum BattleRule { None, Bo1 }
}
}
namespace Wizard.Story
{
public class StoryRecoveryData { }
}
namespace Wizard.UI.Common
{
public class TabList { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public class ImageSelection { }
}