Files
SVSimServer/SVSim.BattleEngine/Shim/View/ViewUiTouchStubs.cs
gamer147 de1b7362c9 feat(battle-engine): BattleLog cluster via generated no-op stubs (7852->7532)
Stub-generate BattleLogManager(45)/BattleLogItem(17)/InPlayCardFrameEffectControl(4)
member surfaces from decomp signatures; declare BattleLogWindow+nested enum; make
BattleLogItem a MonoBehaviour so inherited gameObject/transform resolve.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 21:05:57 -04:00

90 lines
2.5 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 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 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 }
public enum PositionMode { OWNER, VISITOR, WATCHER }
public class InitializeParameter { }
}
}
namespace Wizard.Story
{
public class StoryRecoveryData { }
}
namespace Wizard.UI.Common
{
public class TabList { }
}
namespace Wizard.UI.Dialog.ImageSelection
{
public class ImageSelection { }
}