Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/ReplayController.g.cs
gamer147 4be630bd09 feat(battle-engine): full-surface app-type god-object/manager stubs (1692->1586 true)
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.

CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:33:37 -04:00

30 lines
1.6 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Replay\ReplayController.cs
using System.Collections;
using System.Collections.Generic;
using Wizard.RoomMatch;
namespace Wizard.Replay
{
public partial class ReplayController
{
private NetworkReplayBattleMgr _networkBattleMgr;
private float _constWaitTime;
private Player OwnTarget;
private Player OppoTarget;
private Dictionary<string, object> ReplayLog;
private Matching _matching;
public ReplayDataHandler _replayDataHandler { get; set; }
public static void StartPlayReplay(ReplayInfoItem replayInfo, UIManager.ViewScene backScene, UIManager.ChangeViewSceneParam backSceneParam = null) { }
public static void StartPlayReplay(UIManager.ViewScene backScene, UIManager.ChangeViewSceneParam backSceneParam = null, bool isNewReplay = false, string battleId = "") { }
private ReplayController(bool isNewReplay, string battleId) { }
private IEnumerator SetUpBattle(bool isNewReplay, string battleId) => default!;
private void SetupUserInfo(RoomBattleWatchTaskBase.UserInfo reveive, Player player) { }
private void SetupReplayData(bool isNewReplay, string battleId) { }
private IEnumerator WaitTillBattleCreate(bool isNewReplay, string battleId) => default!;
private void OnReplayReady() { }
private int DecideFirstUser(int id) => default!;
private bool IsOwner(int id) => default!;
private void ParseReplayData() { }
private Dictionary<string, object> ParseData(Player player) => default!;
}
}