Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ReplayDataHandler.g.cs
gamer147 755f7fd148 port(m1): wave 6b — View base members + app-type stubs (772->696)
- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance).
- BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy.
- EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls.
- Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial).
- Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:50:10 -04:00

42 lines
2.3 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using LitJson;
using UnityEngine;
namespace Wizard.RoomMatch
{
public partial class ReplayDataHandler
{
private const float WAIT_TIME_SKILL_SELECT_START = 0f;
private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
private NetworkReplayBattleMgr _networkReplayBattleMgr;
private JsonData _stockReceiveReplayOperations;
private int _operationIndex;
public void SetOperationIndex(int index) { }
public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
public void Stop() { }
protected void ParseBattleWatchData(Dictionary<string, object> received) { }
protected void CheckConnection() { }
protected IEnumerator StockDataPlayer() => default!;
private IEnumerator NewStockDataPlayer() => default!;
private void ResetForwardReplay(Dictionary<string, object> frontData) { }
private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
}
}