Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/AttackTargetSelectTouchProcessor.g.cs
gamer147 795f7a6bc8 feat(battle-engine): preserve ctor base-initializers + Event/Reward shims (1386->1226)
- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' /
  ': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729
  when the copied base has no parameterless ctor). Whole base-ctor cluster cleared.
- UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI
  UIInput/UIInputOnGUI legacy IMGUI path).
- Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim
  (was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:10:52 -04:00

38 lines
1.8 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.Touch\AttackTargetSelectTouchProcessor.cs
using System.Linq;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class AttackTargetSelectTouchProcessor
{
private enum MouseState
{
Idle,
MoveHold,
MoveFree
}
private readonly AttackSelectControl _attackSelectControl;
private readonly IPlayerView _battlePlayerView;
private readonly Prediction _prediction;
public bool stopAttack;
private bool evolve;
private MouseState _mouseState;
private Vector2 _positionStart;
public EvolutionSimpleProcessor EvolutionProcessor { get; set; }
public AttackTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction) : base(battleMgr, touchCard, inputMgr) { }
public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public static bool CheckAttackToUnitNotHasGuardError(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
private bool AttackTargetSelectable(BattleCardBase attackCard, BattleCardBase targetCard) => default!;
private bool HasGuardEnemy(BattleCardBase attackCard, BattlePlayerBase battleEnemy) => default!;
private bool DragToAttack(BattleCardBase targetCard) => default!;
protected void SetupTouchProcessorEvents() { }
public bool CheckIsEnd() => default!;
private bool IsShowAlert() => default!;
public VfxWith<ITouchProcessor> End() => default!;
private bool UseEvolutionShortcut() => default!;
private bool UseDetailShortcut() => default!;
}
}