Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/TutorialBattleMgrBase.g.cs
gamer147 4b9a603cd4 feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
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>
2026-06-05 22:01:37 -04:00

132 lines
8.9 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Tutorial\TutorialBattleMgrBase.cs
using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
using Wizard.BattleMgr;
using Wizard.Story;
namespace Wizard.Battle.Tutorial
{
public partial class TutorialBattleMgrBase
{
public partial class CustomQueue<T> { }
public partial class TutorialConstants { }
protected Queue<TutorialSingleTurnActions> playerActions;
protected TutorialSingleTurnActions currentTurnActions;
protected TutorialAction currentAction;
protected int TutorialPopupCount;
protected int TutorialImageCount;
protected List<string> TutorialDownloadPath;
protected UIButton TutoSkipBtn;
protected List<Effect> TutoEffectList;
protected ResourcesManager ResourceMgr;
public bool wasTutorialMissionFailed;
private const int REGULAR_TUTORIALS_COUNT = 3;
private readonly Vector3 tapEffectOffsetFromTurnEndButton;
private readonly Vector3 tapEffectOffsetFromMulliganSubmitButton;
private readonly int tapEffectUILayer;
private readonly int tapEffectBattleLayer;
private int currentActionNumber;
private GameObject _dragAndDropObject;
private UIAnchor _dragAndDropAnchor;
private UILabel _dragAndDropLabel;
private DialogBase _dialog;
private readonly Vector2 _dragAndDropAnchorRelativeOffsetInPlay;
private readonly Vector2 _dragAndDropAnchorRelativeOffsetMulligan;
private readonly Color _dragTextTopGradientColor;
private readonly Color _dragTextBottomGradientColor;
private readonly Color _dropTextTopGradientColor;
private readonly Color _dropTextBottomGradientColor;
protected bool IsStoryTutorial { get; set; }
protected bool DisableCustomMouse { get; set; }
public Action OnEnterMulliganAbandonZone { get; set; }
public Action OnExitMulliganAbandonZone { get; set; }
public Func<VfxBase> OnMulliganDragSuccess { get; set; }
public bool IsBattleEnd { get; set; }
public bool IsUseTutorialSkip { get; set; }
public int TutorialNumber { get; set; }
protected int PlayerCharaID { get; set; }
protected int EnemyCharaID { get; set; }
protected int EnemyClassID { get; set; }
public int GetMaxDeckCount(bool isSelf) => default!;
public TutorialBattleMgrBase(IBattleMgrContentsCreator contentsCreator) { }
protected virtual TouchControl CreateTouchControl() => default!;
public IInnerOptionsBuilder CreateEnemyInnerOptionsBuilder() => default!;
public void StartOpening(int FirstAttack) { }
public void SetBattleMenuBtnVisibility() { }
protected void ShowMenuButton() { }
protected void SetupEvent() { }
public void SetupBattlePlayersEvent() { }
protected void AddTutorialEffectToList(Effect effect) { }
protected void DisableAllTutorialEffects() { }
public void FinishBattle() { }
public void DisposeBattleGameObj() { }
private void LoadTutorialResources(Action callback) { }
private void StopTutorial() { }
protected void DisableSkipAndCloseCurrentDialog() { }
private void CloseCurrentDialog() { }
public void SetupCardEvent(BattleCardBase card) { }
protected void SetupInstantEndTurnConditions() { }
public void SetupEnemyAI() { }
public virtual bool IsActionTypeExecutable(TutorialAction.ActionType actionTypeToCompare) => default!;
public virtual bool IsCardSelectableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
protected virtual bool IsCardTargetableDuringCurrentAction(BattleCardBase card, TutorialAction.ActionType actionType) => default!;
protected void DisplayTutorialPopup(float timeBeforePopupIsDisplayed, Action onCloseAction = null) { }
protected VfxBase CreateTutorialPopupVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected VfxBase CreateTutorialPopupVfx(float timeBeforePopupIsDisplayed, Action onCloseAction = null) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected void DisplayTutorialRewardsPopup(float timeBeforePopupIsDisplayed) { }
protected VfxBase CreateTutorialRewardsPopupVfx(float timeBeforePopupIsDisplayed) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected void SetupStoryAfterWinPopupAction(TutorialAction tutorialAction) { }
private void OnRequestTutorialFinish() { }
protected DialogBase CreateTutorialDialog(Action onCloseAction) => default!;
protected void DisplayNiceAnimation(Vector3 spawnPosition) { }
private Vector3 ConvertBattleCameraToUICameraCoordinates(Vector3 worldPosition) => default!;
protected void SetUpWaitAction(TutorialAction TutorialAction) { }
protected VfxBase WaitActionVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected void SetUpArrowAnimationEvents(TutorialAction tutorialAction, bool setupHandCardEvents = false, EffectMgr.EffectType arrowType = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, float rotationAroundZ = 0f, bool playAfterCurrentAnimationEnds = false) { }
protected void SetupFingerAnimationEvents(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, bool isFingerOverUI = false) { }
protected void SetupFingerAnimationEventsSetLayer(TutorialAction tutorialAction, Func<GameObject> getObjectToFollow, int layer) { }
protected void SetupFingerReleaseAnimationEvents(TutorialAction tutorialAction, bool useTargetCard1) { }
protected void ShowArrowAnimation(GameObject fromObject, GameObject toObject = null, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
protected void HideArrowAnimation(GameObject targetObject, EffectMgr.EffectType arrowtype = EffectMgr.EffectType.CMN_TUTORIAL_DRAG_1) { }
protected void ShowFingerAnimation(Vector3 spawnPosition, float rotationAroundZ) { }
protected Effect ShowFingerAnimation(GameObject objectToFollow) => default!;
protected void ShowFingerAnimationOnTurnEndButton() { }
protected void HideFingerAnimation() { }
protected Effect HideFingerAnimation(GameObject objectBeingFollowed) => default!;
protected void ShowFingerReleaseAnimation(Vector3 spawnPosition) { }
protected void ShowFingerReleaseAnimation(GameObject objectToFollow) { }
protected void HideFingerReleaseAnimation() { }
protected void HideFingerReleaseAnimation(GameObject objectBeingFollowed) { }
private void ShowDragText(Vector2 relativeOffsetFromAnchor) { }
private void ShowDropText(Vector2 relativeOffsetFromAnchor) { }
private void HideDragAndDropText() { }
private void ShowDragAndDropText(Vector2 relativeOffsetFromAnchor, string textID, Color topGradient, Color bottomGradient) { }
protected void SetupSpellSelectEvents(TutorialAction tutorialAction) { }
protected void SetupEvolveFromDetailPanelEventChain(CustomQueue<TutorialAction> turnActions, int cardID) { }
protected void SetupEvolveDragArrowEvents(TutorialAction tutorialAction) { }
protected void SetupMulliganDragArrowEvents(TutorialAction tutorialAction) { }
protected void SetupMulliganSubmitEvents(TutorialAction tutorialAction) { }
protected VfxBase ExecuteTutorialAction(TutorialAction.ActionType actionType) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected virtual void ReportSuccessfulActionToServer() { }
public static void ReportSuccessfulActionToServer(int tutorialStep, int actionNumber) { }
public virtual void SetupNextTurnActions() { }
protected virtual VfxBase GetNextTutorialAction() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
protected virtual void SetupTutorialActionEvents() { }
protected virtual void SetupTutorialInstantEndTurnConditions(Action baseFunctionCall) { }
public VfxBase SetupInitialHandVfx() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private BattleCardBase CreateInitialHandCard(int cardID, BattlePlayerBase battlePlayerBase) => default!;
protected virtual List<int> CreateInitialPlayerHand() => default!;
protected virtual List<int> CreateInitialEnemyHand() => default!;
protected List<int> CreatePlayerDeck() => default!;
protected List<int> CreateEnemyDeck() => default!;
protected virtual Queue<TutorialSingleTurnActions> CreatePlayerActions() => default!;
protected virtual Queue<TutorialSingleTurnActions> CreateEnemyActions() => default!;
protected virtual void InitializeDeck() { }
}
}