Make the minimal hand shims partial + generate full member surface for the manager/ task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/ PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch watch/replay closure types stubbed. Copied 8 more closure files. CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor + member-level), 0 structural. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
28 lines
2.0 KiB
C#
28 lines
2.0 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Story.ChapterSelection\StoryChapterSelectionUtility.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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namespace Wizard.Story.ChapterSelection
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{
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public partial class StoryChapterSelectionUtility
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{
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public static TopBar CreateTopBar(GameObject parent, SelectedStoryInfo storyInfo, UIManager.ChangeViewSceneParam changeViewSceneParam, int sortingOrder) => default!;
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public static UIManager.ViewScene GetBackScene(SelectedStoryInfo storyInfo) => default!;
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public static TitlePanelBase CreateTitlePanel(GameObject parent, CharaInfoPanel charaInfoPrefab, SectionInfoPanel sectionInfoPrefab, SelectedStoryInfo storyInfo) => default!;
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private static TitlePanelBase CreateCharaInfoPanel(GameObject parent, CharaInfoPanel prefab, int charaId) => default!;
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private static TitlePanelBase CreateSectionInfoPanel(GameObject parent, SectionInfoPanel prefab, string sectionName) => default!;
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public static AreaSelInfo CreateChapterRewardPanel(GameObject parent, AreaSelInfo prefab) => default!;
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public static IEnumerator StoryInfoTaskCoroutine(SelectedStoryInfo storyInfo) => default!;
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public static IEnumerator LoadAiMasterCoroutine(IReadOnlyList<StoryChapterData> chapterDatas) => default!;
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private static List<AICsvLoadingInfo> GetAiMasterLoadInfos(IReadOnlyList<StoryChapterData> chapterDatas) => default!;
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public static void RegisterMaintenanceChapters(IReadOnlyList<StoryChapterData> chapterDatas) { }
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private static void RegisterMaintenanceChapter(StoryChapterData chapterData) { }
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private static bool IsMaintenanceChapter(StoryChapterData chapterData) => default!;
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private static bool IsMaintenanceAiDeck(int aiId) => default!;
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public static void RegisterStoryBattleDeck(DeckData deck) { }
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public static void RegisterStoryBattleData(BattleSettingData data) { }
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}
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}
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