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

39 lines
1.8 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\SelectCardProcessor.cs
using UnityEngine;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class SelectCardProcessor
{
protected readonly BattleCardBase _actCard;
protected readonly BattleManagerBase _battleManager;
protected readonly InputMgr _inputManager;
protected readonly OperateMgr _operateMgr;
protected readonly BattlePlayer _battlePlayer;
protected readonly IPlayerView _battlePlayerView;
private readonly TouchControl _touchControl;
private readonly BattleUIContainer _battleUIContainer;
private bool _stopSelectFlag;
private bool _isReleaseCard;
private bool _isPressCard;
private const float DRAG_DISTANCE_PC = 300f;
private Vector2 _mousePositionStart;
public SelectCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, InputMgr inputMgr, bool isPressCard) { }
public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxWith<ITouchProcessor> End() => default!;
public virtual bool CheckIsEnd() => default!;
private void StopMovingHandCard() { }
private void HideAlert() { }
private bool UseDetailShortcutDoubleClick() => default!;
private bool UsePlayShortcutDoubleClick() => default!;
private bool OverDragDistancePlay() => default!;
private bool IsCancel() => default!;
private bool IsContinueSelection() => default!;
private bool IsStopSelection() => default!;
private bool IsOverDragDistanceHandPlay() => default!;
}
}