Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing- type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less, so override members are stripped via the new --no-override generator flag. SDK/BCL over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/ ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces. Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors, 0 generated/structural errors, now dominated by Unity-type + god-object members. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
93 lines
5.1 KiB
C#
93 lines
5.1 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\PlayerControllerForOwn.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForOwn
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{
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private string _battleID;
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private bool _isEmitedEnterRoom;
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private bool _receiveAliveForDisconnect;
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private List<NetworkBattleSender.EmitData> _alreadyEmitList;
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private const float FAILURE_RETRY_INTERVAL = 5f;
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private Coroutine _escapeRoomWaitCoroutine;
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private DialogBase _escapeRoomDialog;
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public GatheringAutoJoinTaskInfo GatheringAutoJoinTaskInfo;
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public bool IsEmitting { get; set; }
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public bool IsEmitLeave { get; set; }
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public bool IsEmitRelease { get; set; }
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private bool IsEnableSendForWatch { get; set; }
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public bool IsSendRematch { get; set; }
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public bool IsDoneForceClose { get; set; }
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public long GetBattleId() => default!;
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public PlayerControllerForOwn(Player target, RoomConnectController room) { }
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public void Init(bool isRecovery) { }
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public void Ready() { }
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public void CancelReady() { }
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public void CheckGatheringRoom() { }
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public void SelectDeck(DeckData deck, bool isDefaultDeck) { }
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public void Release() { }
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public void SelectDeckForMutliDeck(DeckData deck, bool isDefaultDeck, Action apiEndAction) { }
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public void SelectDeckOpen() { }
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public void SelectDeckClose() { }
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public void FirstTurnSelect(int type) { }
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public void CreateRoomServer(RoomConnectController room) { }
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public void CreateRoomBattleServer(RoomConnectController room) { }
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public void SetBattleId(string battleId) { }
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public void SendDeckInfoForWatch(DeckData deck) { }
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public void EnterRoomServer(string roomId) { }
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private void UpdateSelfRank() { }
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private void EnterRoomSuccess(BaseRoomBattleEnterRoomTask task) { }
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public void RecoverRoomSuccess(OpenRoomBattleGetRecoveryParamTask task) { }
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public void InitilizeRoomBattleServer(string roomId) { }
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public static List<int> ConvertResultMap(Dictionary<int, List<InitializeRoomBattle.Result>> resultMap, int targetViewerId) => default!;
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private static Dictionary<string, object> CreateSendDeckParameter(DeckData deckData) => default!;
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public void SendOwnerChoiceDeckForWatch(DeckData deck) { }
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public void SendDraftChoiceDeckForWatch(DeckData[] deck) { }
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public void SendOpponentResetForWatch() { }
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private void SendRoomNotify(string notifyMsg) { }
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public void EnterRoomBattleServer() { }
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public void ExitRoom(string roomId) { }
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protected void CloseOrExitRoomBeforeInitializeRoomBattleServer() { }
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private IEnumerator EscapeRoomReceiveCoroutine(Action onRetry) => default!;
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public void StopEscapeRoomReceiveCorutineAndCloseDialog() { }
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public void PlayExitRoom() { }
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public void KickRoom() { }
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public void PlayKick() { }
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public void ForceKickRoom() { }
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public void OnReceiveAlive() { }
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public void CloseRoom() { }
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public void ReleaseRoom() { }
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public void ForceCloseRoom() { }
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public void StartForceCloseRoom() { }
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public void OwnerForcecloseRoom() { }
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private IEnumerator ForceCloseCoroutine() => default!;
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public void Emote(int id) { }
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public void SendDeckReset(Action SuccessFunction, Action onFailed = null) { }
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public void Send2PickBeginDeckCreateAPIAfterEmit(Action SuccessFunction, Action onFailed = null) { }
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public void Emit2PickBeginDeckCreate(int[] candidateClassIds) { }
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public void Send2PickSelectClassAPIAfterEmit(int inClassId, Action SuccessFunction) { }
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public void Emit2PickSelectClass(int inClassId, List<CandidateCard> candidateCardList) { }
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public void Send2PickSelectCardAPIAfterEmit(int selectedId, Action SuccessFunction) { }
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public void Emit2PickSelectCard(List<CandidateCard> candidateCards) { }
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public void EmitRetry2PickDeckCreate() { }
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public void SendBanDeck(DeckData deck) { }
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public void SendSetDeckForDeckOpenBo1(DeckData deck) { }
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public void SendSetMultiDeck(List<DeckData> deckList) { }
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public void SendMultiDeckRematch() { }
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private void EmitRematch() { }
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public void ReceiveRematch() { }
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public void SendConventionRetire(Action callback) { }
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public void EmitNotifyRoomCreateOrEnter(ROOM_URI id, Dictionary<string, object> data = null) { }
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private void EmitNotify(ROOM_URI id, Dictionary<string, object> data = null) { }
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public void OnAck(Dictionary<string, object> inObject) { }
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private void EmitMsg(string uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
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private void EmitMsg(ROOM_URI uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
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public IEnumerator EmitRetry(string uri) => default!;
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}
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}
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