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 NonDialogPopup given MonoBehaviour base + hand Close() removed (superseded by full surface).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>
44 lines
2.3 KiB
C#
44 lines
2.3 KiB
C#
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\WatchDataHandler.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 UnityEngine;
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namespace Wizard.RoomMatch
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{
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public partial class WatchDataHandler
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{
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protected bool isEmitEnterRoom;
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protected NetworkWatchBattleMgr _networkBattleMgr;
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protected RoomConnectController _room;
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private PlayerControllerForWatching _controllerForWatching;
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protected StockReceiveMgr stockReceiveMessageMgr;
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protected bool _isNewReplay;
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protected string _battleId;
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protected Coroutine _coroutineInBattle;
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protected const string DATA_PARAM_VID = "vid";
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protected const string DATA_PARAM_URI = "uri";
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protected const string DATA_PARAM_TIME = "time";
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protected const string DATA_PARAM_TYPE = "type";
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protected const string DATA_PARAM_VALUE = "value";
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protected const string DATA_PARAM_CHAT_STAMP = "chatStamp";
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protected float ConstWaitTime;
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private bool isFirstSeqSetting;
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public int receivedMaxSequenceNum { get; set; }
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public bool IsSetFirstCards { get; set; }
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public WatchDataHandler(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime, bool isNewReplay = false, string battleId = "") { }
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protected virtual void Setup(NetworkWatchBattleMgr nBattleMgr, RoomConnectController room, float waitTime) { }
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public virtual void Stop() { }
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protected virtual void CheckConnection() { }
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public void OnBattleReceived(Dictionary<string, object> received) { }
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protected virtual void ParseBattleWatchData(Dictionary<string, object> received) { }
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private void SetFirstCardsFromDeal(Dictionary<string, object> received) { }
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protected bool IsBattleData(Dictionary<string, object> data) => default!;
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public int GetWatchSequenceNum() => default!;
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public int GetCurrentSequenceNumber() => default!;
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public bool IsIncludedUri(string uri) => default!;
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protected virtual IEnumerator StockDataPlayer() => default!;
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protected void NextStockReceive(Dictionary<string, object> frontData, bool isUpdateSequence = true) { }
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public bool isOwner(string idStr) => default!;
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}
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}
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