[trim] fully-unreachable files deleted: 3 [trim] files edited: 6, files deleted: 0, nodes removed: 23 [type-trim] files edited: 0, types removed: 0 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
104 lines
5.2 KiB
C#
104 lines
5.2 KiB
C#
// AUTHORED SHIM (not copied). The god-object singletons the engine reaches for
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// presentation/scene/effects/sound/data. These are the M0 "stop the bleed" types:
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// copying them re-explodes the closure into the whole app (audio, scene, UI, net),
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// so we shim a minimal surface. Manager GETTERS return the (copied) manager types as
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// null fields -- the engine only dereferences them inside never-run VFX (IsForecast
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// suppresses VFX) or non-battle code paths, so a null is harmless headless and avoids
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// constructing copied types with heavy ctors. Member signatures mirror the decomp
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// exactly (extracted, not guessed) so call sites compile unchanged.
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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 UnityEngine;
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public class EffectMgr
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{
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public enum EffectType
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{
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NONE, CMN_CARD_DRAW_2, CMN_CARD_SET_1, CMN_CARD_SET_2, CMN_CARD_SET_3, CMN_CARD_ACCELERATE_1, CMN_CARD_CRYSTALLIZE_1, CMN_CARD_TARGET_1, CMN_CARD_TARGET_2, CMN_CARD_SELECT_3, CMN_UI_TURN_1, CMN_UI_TURN_5, CMN_UI_TURN_6, }
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public static System.Collections.IEnumerator LoadAndInstantiate2dEffectCoroutine(string effectName, System.Action<UnityEngine.GameObject, System.Collections.Generic.List<string>> finishCallback) { yield break; }
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public enum MoveType
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{
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NONE, SKIP, DIRECT, DIRECT_HAND, DIRECT_DECK, DIRECT_LEADER, CENTER }
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public enum TargetType { NONE, NONE_WAIT, SINGLE, SINGLE_ONLY_OPPONENT, AREA_ALL, AREA_OPPONENT, AREA_SELF }
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public enum EngineType { NONE, SHURIKEN}
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public Effect Start(EffectType type, Vector3 pos, Quaternion rot, int layer = -1) => null;
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public Effect Start(EffectType type, Vector3 pos, GameObject obj = null) => null;
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public Effect Stop(EffectType type) => null;
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public void ImmediateDestroyBattleEffectContainer() { }
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public void ClearBattleFeildEffect() { }
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public void RestUnneededEffect() { }
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public EffectBattle GetEffectBattle(string key) => null;
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public EffectBattle GetEnemyEffectBattle(string key) => null;
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public static MoveType ToStrMoveType(string str) => MoveType.NONE;
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public static EngineType ToStrEngineType(string str) => EngineType.NONE;
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public static TargetType ToStrTargetType(string str) => TargetType.NONE;
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}
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public partial class GameObjMgr { public GameObjMgr() { } }
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public class GameMgr
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{
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public GameObject m_GameManagerObj;
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public float ScreenAspect = 1.777f;
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// Six mode flags collapsed to const-false getters in Phase 4 (2026-07-02): headless
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// is neither watching, replaying, admin-watching, an AI-network client, a puzzle
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// quest, nor a "new replay" — every branch guarded on `!IsWatchBattle` etc. was a
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// tautology, and every branch guarded on the positive was dead code. Setters
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// dropped: pre-Phase-4 callers wrote `false` at end-of-battle cleanup which is now
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// unnecessary.
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public bool IsAdminWatch => false;
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public bool IsWatchBattle => false;
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public bool IsReplayBattle => false;
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public bool IsAINetwork => false;
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public bool IsPuzzleQuest => false;
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public bool IsNewReplayBattle => false;
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public bool IsAdmin => false;
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// IsNetworkBattle stays writable — headless PvP battles set true; SingleBattleMgr paths stay false.
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public bool IsNetworkBattle { get; set; }
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private EffectMgr _effect;
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private DataMgr _data;
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private GameObjMgr _gameObj = new GameObjMgr();
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private PrefabMgr _prefab;
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private InputMgr _input;
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private BattleControl _battleCtrl;
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private NetworkUserInfoData _netUser;
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public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
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// Headless: hand back non-null no-op instances. The copied manager types are pure
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// data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor
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// dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring).
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public DataMgr GetDataMgr() => _data ??= new DataMgr();
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public GameObjMgr GetGameObjMgr() => _gameObj;
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public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr();
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public InputMgr GetInputMgr() => _input ??= new InputMgr();
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public NetworkUserInfoData GetNetworkUserInfoData() => _netUser;
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public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData;
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public bool IsUseUnapprovedList(bool isPlayer) => false;
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}
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// UIManager surface (members, ViewScene enum, ChangeViewSceneParam) is generated from
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// decomp into Shim/Generated/UIManager*.g.cs. This partial keeps only the singleton +
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// MonoBehaviour base (gameObject/transform/StartCoroutine/StopCoroutine come from the base).
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public partial class UIManager : UnityEngine.MonoBehaviour
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{
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private static UIManager _ins;
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public static UIManager GetInstance() => _ins ??= new UIManager();
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}
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// VideoHostingHUD (members + HUDMode enum) provided by Generated/VideoHostingHUD.g.cs
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namespace Wizard
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{
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public partial class DeckUpdateTask { }
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// UIManager no-op return types (empty stubs; methods returning them return null)
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public partial class LoadingViewManager { }
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public partial class AccountTransferHelper { }
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public class DialogManager { public DialogBase CreateDialogBaseOpenCardDetail(CardDetailUI detailUI) => default!; }
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public partial class ApplicationFinishManager { }
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}
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