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>
40 lines
1.1 KiB
C#
40 lines
1.1 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Tutorial\TutorialAction.cs
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using System;
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Tutorial
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{
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public partial class TutorialAction
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{
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public enum ActionType
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{
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ATTACK,
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PLAY,
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MULLIGAN_DRAG,
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MULLIGAN_SUBMIT,
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EVOLVE_DRAG,
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EVOLVE_OPEN_DIALOGUE,
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EVOLVE,
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SELECT_SELF,
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SELECT_ENEMY,
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OPEN_DETAIL,
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POPUP,
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WAIT,
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NO_ACTION
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}
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public int targetCardID1;
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public int targetCardID2;
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public GameObject targetCardObject1;
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public GameObject targetCardObject2;
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public Func<VfxBase> OnBecomeCurrentActionFunc;
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public Action OnBecomeCurrentAction;
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public Action OnActionSuccess;
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public Action OnActionStart;
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public Action OnActionCancel;
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public ActionType actionType { get; set; }
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public TutorialAction(ActionType actionType, int targetCardID1 = -1, int targetCardID2 = -1) { }
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public void SetupTargetCards() { }
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}
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}
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