Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/CardTouchProcessorBase.g.cs
gamer147 2ddc86943e feat(battle-engine): re-establish dropped base clauses for net-new stubs (2704->2202 true)
The stub generator emits net-new types as base-LESS partials, so generated Vfx/View
types weren't actually VfxBase/etc. -> hundreds of CS1503/CS0029 'cannot convert to
VfxBase' at every polymorphic call site. m1_baseclauses.py recovers each generated
type's decomp base CLASS (interfaces dropped to avoid CS0535) into _BaseClauses.g.cs,
cross-namespace bases fully qualified. Generated the intermediate Vfx/processing base
types (SpreadOutVfx/OpenCardVfx/ProcessingBase/DamageVfxBase/ForecastIconVfxBase/...).
DefaultOpeningVfx regenerated WITH override (its base OpeningVfx is copied+abstract).

Clearing the polymorphism cascade + the masking base-type CS0246s unmasked the true
member-level frontier: 2202 (CS1501/CS1061/CS1503), 0 structural errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:24:22 -04:00

29 lines
1.4 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\CardTouchProcessorBase.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class CardTouchProcessorBase
{
protected readonly BattleManagerBase _battleMgr;
protected readonly BattlePlayer _battlePlayer;
protected readonly BattleCardBase _firstTouchCard;
protected IEnumerable<BattleCardBase> _targetCards;
protected GameObject _lastFocusedObject;
protected BattleCardBase _lastFocusedCard;
protected InputMgr _inputMgr;
public CardTouchProcessorBase(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr) { }
public virtual VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxWith<ITouchProcessor> End() => default!;
private BattleCardBase GetBattleCardFromObject(GameObject cardObject) => default!;
public virtual bool CheckIsEnd() => default!;
protected virtual void SetupTouchProcessorEvents() { }
protected VfxBase CreateOpenCardDetailVfx(BattleCardBase targetCard, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}