- BattleCardView shim: GameObject, HandFrameEffect, GetCurrentIconLayout (fixes Player/EnemyClassBattleCardView.GameObject inheritance). - BattlePlayerViewBase.AlwaysShowStatusPanel; NullBattleCardView.ReleaseSharedDummy. - EvolutionTouchProcessor: 4 events (OnFocus/Unfocus/Select/NotSelect Target) hand-added — m1_stub_gen drops `event` decls. - Generated full-surface stubs: StoryWorldDataManager, GenerateDeckCode, GameSetup, CommonPrefabContainer, ApplicationFinishManager, EvolutionConfirmation, ReplayDataHandler (hand stubs -> partial). - Closure pulled by StoryWorldDataManager full-surface: 4 verbatim copies (StoryChapter/Summary/LeaderSelect dialogs, ClassIconName) + empty stubs StoryWorldData/BattleRecovery/ResourceDownloader/TemporaryAssetDeleter (non-battle, signature-only). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
42 lines
2.3 KiB
C#
42 lines
2.3 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\ReplayDataHandler.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using LitJson;
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using UnityEngine;
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namespace Wizard.RoomMatch
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{
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public partial class ReplayDataHandler
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{
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private const float WAIT_TIME_SKILL_SELECT_START = 0f;
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private const float WAIT_TIME_SKILL_SELECT_CARD = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_SELECT_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_CHOICE_START = 0f;
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private const float WAIT_TIME_SKILL_CHOICE_SELECT = 0.2f;
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private const float WAIT_TIME_SKILL_CHOICE_CANCEL = 0.5f;
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private const float WAIT_TIME_SKILL_CHOICE_COMPLETE = 1f;
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private const float WAIT_TIME_SKILL_FUSION_START = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_SELECT = 0.5f;
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private const float WAIT_TIME_SKILL_FUSION_COMPLETE = 1f;
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private readonly List<NetworkBattleDefine.NetworkBattleURI> ReplayExceptUriList;
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private readonly List<NetworkBattleReceiver.ReplayOperationType> _moveTurnConductOperationType;
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private readonly List<NetworkBattleSender.SELECT_SKILL_OPERATION> notResetForwardReplayOperationList;
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private NetworkReplayBattleMgr _networkReplayBattleMgr;
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private JsonData _stockReceiveReplayOperations;
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private int _operationIndex;
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public void SetOperationIndex(int index) { }
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public ReplayDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay, string battleId) : base(nBattleMgr, room, waitTime, isNewReplay, battleId) { }
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protected void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
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public void Stop() { }
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protected void ParseBattleWatchData(Dictionary<string, object> received) { }
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protected void CheckConnection() { }
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protected IEnumerator StockDataPlayer() => default!;
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private IEnumerator NewStockDataPlayer() => default!;
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private void ResetForwardReplay(Dictionary<string, object> frontData) { }
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private float GetWaitTimeForSelectSkill(Dictionary<string, object> frontData) => default!;
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}
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}
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