Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/SkillSelectHandCardsVfx.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

49 lines
2.3 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View.Vfx\SkillSelectHandCardsVfx.cs
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard.Battle.View.Vfx
{
public partial class SkillSelectHandCardsVfx
{
public enum Kind
{
Default,
Choice,
ChoiceEvolution
}
private BattleManagerBase m_BattleMgrBase;
private IList<BattleCardBase> m_TargetCards;
private const float UPPER_CORDINATE_Y = 150f;
private const float CENTER_CORDINATE_Y = 0f;
private const float BOTTOM_CORDINATE_Y = -150f;
private const float FOUR_CARDS_HORIZONTAL_BORDER = 350f;
private const float CORDINATE_Z = -20f;
private const float CHOICE_CARD_RATE = 1.7f;
private static Vector3 CHOICE_CARD_POSITION_OFFSET;
private const float CHOICE_ROTATION = -11.5f;
private const float SELECTION_MOVE_Z = -5f / 128f;
private const float ROTATE_TIME = 0.4f;
private const float WAIT_TIME = 0.3f;
private const float ROTATION_RANDOM_RANGE = 10f;
private const float LOOP_TIME_MIN = 1f;
private const float LOOP_TIME_MAX = 1.5f;
private const float MOVE_AND_ROTATE_TIME = 0.3f;
private const float SCALE_TIME = 0.2f;
private readonly Vector3 EFFECT_SCALE;
private readonly Color EFFECT_COLOR_0;
private readonly Color EFFECT_COLOR_1;
private readonly Color EFFECT_COLOR_2;
private readonly Color EFFECT_COLOR_3;
private const int CHOICE_OFFSET_Y = -35;
private Kind _kind;
private bool IsChoice { get; set; }
public SkillSelectHandCardsVfx(IList<BattleCardBase> targets, Kind kind = Kind.Default) { }
private VfxBase MoveHandCardsToCenter(IList<Vector3> PosList) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private VfxBase ShiftLayer() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private VfxBase MoveHandCard(IBattleCardView cardView, Vector3 pos, int index) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private void AddChoiceEffect(int index, IBattleCardView cardView) { }
public static IList<Vector3> CalculatePositions(int count, bool isChoice) => default!;
}
}